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Microlite74

Companion 1:
Optional Rules
Version 3.0 (Condensed Type Edition)

OGL20 Rules for Tabletop Fantasy Roleplaying Campaigns with Old School (0e) Flare
Microlite74 Companion I: Optional Rules
Version 3.0 (September 2011)
Copyright 2008, 2010, 2011 Randall S Stukey
Special Thanks to ADD Grognard, Lord Rocket, Kingstrum, Pete Ubu, and Zimzerveran
for proofreading. All art is in the public domain.

Microlite75 is dedicated to the memory of those who gave us the first roleplaying games and
campaigns:
Dave Arneson, E. Gary Gygax, David Hargrave, Bob Bledsaw
MICROLITE74 COMPANION 1: OPTIONAL RULES -1-
A number of rules supplements were published for that very first settings (d20 + MIND bonus; DC 15 if carefully checking, DC 20
(0e) fantasy roleplaying game published back in 1974. All if just passing through area); speak languages of dwarves,
those supplements contained material that the GM could choose gnomes, kobolds and goblins and can talk to any burrowing
to allow (or not allow) into her campaign on a case-by-case, mammal; can see in darkness half as well as in light. If not
rule-by-rule basis. The rules in this Supplemental Rules section using level restrictions, Gnomes have an Experience Base of +5.
are designed in the same way.
Half-Orcs can be Fighters (max level 10) Thieves (max level 8),
Each item is independent and can be added or ignored as the or Assassins (max level as humans, 18-20).
GM decides. Some sections may interfere with or contradict Special Abilities: +2 to hit and damage with melee weapons,
other sections. Some of these supplemental sections add speak languages of orcs, kobolds and goblins; can see in
material from the original 0e supplements while others had darkness half as well as in light. If not using level restrictions,
interesting ideas from other sources even interesting material Half-Orcs have an Experience Base of +5.
from modern rules sets backported to 0e for Microlite74.
Version Suitability: Any.
Most of these rules are suitable for use with either the Basic,
Standard, or Extended versions of Microlite74. A few rules may Notes for the GM: These races are examples of additional races
not be suited for one or more versions or are included in for Player-Characters that a GM might wish to include in a
Microlite74 Extended in another form. Rules not suitable for all campaign. The GM should feel to create any player
versions of Microlite74 will be so marked. character races needed for a homebrew setting. The GM
can also prohibit any standard races if they do not exist in
Supplemental Stats & Races the GMs setting. For example, many swords & sorcery
settings only have humans as player characters.
Stats
Instead of rolling 3d6 and assigning the result to a stat, one of Supplemental Classes & Class Abilities
the following methods may be used.
Specialist Class
Roll 4d6: Roll 4d6 then drop the lowest die, totaling the Specialists can wear light armor, use shields and any weapon.
remaining 3 dice, assign the result to a stat. Repeat for Physical Combat Bonus is Level/3, round up. Magical Combat
remaining stats. Bonus is equal to their class level/3, rounded up. A specialist
has special knowledge of and/or skill in one broad area selected
Roll 2d6+6: Roll 2d6, Total the 2 dice and add 6 to the result, with the approval of the GM. The GM will give strong
then allocate to one of the stats. Repeat for remaining stats. consideration the specialists area of knowledge when deciding if
the specialist's actions succeed. If the GM decides a skill roll is
Point Buy (Average): Characters have 33 stat points (44 in need for an action clearly falling within the specialists area of
Microlite74 Extended). Assign these points to the characters special expertise, the activity is considered directly related to
stats with a minimum of 3 and a maximum of 18 in each stat. the characters class and the character receives a +1 bonus at
first level, +3 at fifth Level, +5 at tenth level, etc.
Point Buy (Heroic): Characters have 39 stat points (52 in
Microlite74 Extended). Assign these points to the characters Version Suitability: Microlite74 Basic only.
stats with a minimum of 3 and a maximum of 18 in each stat.
Notes for the GM: The Specialist class could easily be used for a
Array (Average): Assign 15 to one stat, 11 to another stat, thief or a ranger. A specialist normally cannot do anything
and 7 to the remaining stat. (Assign an 11 to two stats in any other character class could not try to do; they are just
Microlite74 Extended.) far better than the average character at tasks that clearly
fall within their area of specialization. For example, anyone
Array (Heroic): Assign 17 to one stat, 15 to another stat, and can try to disarm a mechanical trap, but a thief specialist
13 to the remaining stat. (Assign 11 to the fourth stat in should be much more likely to succeed without even
Microlite74 Extended.) having to roll.

Version Suitability: Any. Adventurer Class


For a less complex game where all characters can do everything,
Notes for the GM: With the exception of the Point Buy (Average) replace the standard classes with the Adventurer class.
and the Array (Average) options, these optional methods
of determining character stats tend to produce characters Adventurers can wear any kind of armor, can use all weapons
with higher than average stats. Consider the effects on and may use shields. Physical Combat Bonus is equal to their
your campaign carefully before replacing the standard stat class level/3, rounded up. Magical Combat Bonus is equal to
roll method with one of these. Remember also that high their class level/3, rounded up. Experience Base is 30. They
and low stats have less effect on the characters abilities in select one save for a +2 bonus and a second save for a +1
Microlite74 than they do in many games. bonus. They add +1 to all attack and damage rolls. This
increases by +1 at 4th level and every four levels thereafter.
Optional Races They can cast spells from scrolls at the normal HP cost plus 1HP
The following races are examples of additional races that a GM for every bonus point of armor they are wearing. They can use
could choose to make available to players in a campaign. all magic items. They can permanently learn a spell from a scroll
by expending XP equal to the HP cost to cast the spell.
Dark Elves can be Clerics, Fighters, or Magic-Users (max level Adventurers are considered a Fighting Class.
8) or Thieves (max level as humans, 18-20).
Special Abilities: Can use Minor Magic and Arcane Blast (from Version Suitability: Any.
Magic-User Special Abilities) by gesture (no wand needed)
regardless of class or armor; note secret/hidden doors (d20 + Notes for the GM: This optional rule is good for swords & sorcery
MIND bonus; DC 12 if carefully checking, DC 16 if just passing style campaigns where magic is fairly rare and actual
through area); speak languages of elves, orcs, hobgoblins, and wizards and other magic using specialists are even less
gnolls. If not using level restrictions, Dark Elves have an common. If used, the Adventurer class should be the only
Experience Base of +8. class used in the game, except for rare NPC mages or
clerics. Using the optional Talents and/or the optional
Gnomes can be Fighters, max level 6, Illusionists, max level 8, Advantages and Disadvantages rules will allow some
or Thieves (max level as humans, 18-20). mechanical customization of characters.
Special Abilities: +4 to magic saves; note slanting passages,
traps, shifting walls and new construction in underground Fighter Special Abilities
Fighters may select one special ability from this list at levels 3
-2- MICROLITE74 COMPANION 1: OPTIONAL RULES
and at level 6. (Optional: for high powered campaigns, allow Create Handmade Wand - A Magic-User knows how to create the
fighters to select one ability at levels 3, 6, 9, 12, etc.) Each handmade wand required for Magic-User special abilities. The
fighter special ability may only be selected once. wand must be made by the Magic-User using it to function.
Creating the wand requires a knife, a living tree to cut the wand
Accuracy - A fighter with this special ability rolls a 1d8 for from, and 12 minus the Magic-User's level hours (minimum of 1
damage (instead of 1d6) with thrown or missile weapons. hour) of uninterrupted time.

Berserker Rage A fighter with this special ability may go into a Magic Dart - A Magic-User can shoot a 1d6-1 dart of magic
berserker rage when in combat. During a berserker rage, the energy from the tip of their handmade wand once per round
always fighter attacks the nearest foe (determine randomly if provided no other action is taken. They must roll to hit the
multiple foes in range). His ferocity doubles his fighter bonus to target normally. Range: short 60; medium 120; long 180.
his attack roll and his damage. To break off combat (before all Usable once per round if no other action taken. Requires
foes are dead) the berserk fighter must make a MIND save pointing a handmade wand at the target and costs 1 HP per use.
versus a DC of 10 (plus 2 for every opponent still standing) in The visible effects can be whatever the Magic-User desires. This
order to break off from fighting. Each round the fighter is does not affect damage, it only adds color to the ability.
berserker costs him 2 hp, subtracted immediately after the
berserker rage ends. A berserk fighter cannot use any combat Minor Magic - Magic-Users can cast minor "everyday/non-
stunts nor the Find Weakness, Leadership, or Tactical Expertise combat" magic at will. Attempting something the GM considers
fighter special abilities. abusive fails and causes the magic-users wand to explode
(doing 1d6 backfire damage to the magic-user unless a WIL
Brutal Attack A fighter with this special ability rolls a 1d8 for save is made). Usable once per round if no other action taken.
damage (instead of 1d6) with melee weapons. Requires waving a handmade wand. Cost 1 HP per use.

Cleave - After a fighter with this special ability kills an opponent, Some examples: Light a candle or pipe with a flame from the
he may immediately make another attack against any still- finger tip. Dust things at first level a minor magic spell might
standing foe. The maximum number of attacks he can make in be needed for each shelf or piece of furniture, while at third
one round is equal to his level. level a single spell might dust a room and at sixth level the
magic-user's the entire floor of a house or tower. Tie or untie a
Dodging - When not wearing armor, a fighter with this special knot. Float coins from the magic-users coin purse to a
ability may add 1/2 his level plus 1 for every point of dexterity merchant's hand.
above 15 to his AC.
Version Suitability: Any. Included in Microlite74 Extended.
Find Weakness - When attacking an unaware opponent, a fighter
with this special ability may ignore any AC bonus the opponent Notes for the GM: Some people feel that the Magic-User class is
has due to armor worn. He is hitting at his opponents weak, too weak and uninteresting to play at lower levels. These
exposed areas. special abilities add some magical flavor to the Magic-User
without really increasing the power of the class. The Magic
Leadership - A fighter with his special ability has a number of Dart ability is no worse than letting a magic-user use a
Leadership Points per day equal to his level plus one for every sling (a fairly common house rule), but it has a more
charisma point above 13. These leadership points are like bonus magical feel. Minor Magic lets a Magic-User use magic for
HP for the whole party - useable at the fighters discretion. For minor mundane tasks which is fun but generally has no
example - James the Mage has 2 HP left and takes 12 damage, effect on the game except, perhaps, to impress peasants
which would knock him unconscious and reduce his STR by 10. and the like. Note the 1d6-1 damage a magic dart can be
John the fighter has 15 leadership points, so he lets his either 1 to 5 points or 0 to 5 points at the GMs option.
leadership absorb the blow rather than let James suffer a major
injury. The fighter has only 3 leadership points left, but the Cleric Special Abilities
James still has 2 HP and is still standing. All Clerics have the following special abilities. The cleric must
have a holy symbol of his religion in hand to use these abilities.
Tactical Expertise A fighter with this special ability has a
number of Tactics Points per day equal to his level plus one for Minor Divination - A cleric may spend 10 minutes in prayer
every point of intelligence above 13. These points are spent asking his deity whether or not a specific action would have
directly before the attack roll of anyone in the fighters party, generally good or generally bad results from the deitys point of
giving a +1 per point spent. Tactics Points can also be spent view. The cleric will have vague feeling of rightness or
before any enemys attack roll, giving a -1 per point spent. wrongness. A cleric may do this at most 1 per day (+1
additional time per day every 5 levels).
Unarmed Combat - A fighter with this special ability does 1d6
damage with his bare hands (instead of the standard 1d2 bare Minor Healing Prayers - Immediately after combat, a cleric may
handed damage). touch the wounds and pray over a being injured in that combat.
This costs the cleric 1 HP and will restore 1d3-1 hit points. This
Version Suitability: Any, however the Cleave ability is standard may only be done once per being per combat and takes one
for fighters in Microlite74 Standard and Microlite74 Extended. minute per being.
Most suitable for Microlite74 Basic.
Smite - A cleric may imbue his normal weapon with holy power
Notes for the GM: Some people feel that the Fighter class is too allowing it to hit monsters that normally require silver or even
weak at higher levels compared to the Magic-User and magical weapons to hit. Spending 1 HP before making the attack
Cleric. These special abilities allow limited mechanical roll will allow hitting monsters that require silver (or other
customization of Fighters without greatly increasing their special non-magical) weapons to hit. Spending 2HP before
power or making the game more complex to play or GM. making the attack roll will allow hitting monsters that require
Nevertheless, they do increase the power of the Fighter so magical weapons to hit.
the GM needs to carefully consider the needs of her players
and her campaign before deciding to use these Version Suitability: Basic or Standard.
supplemental rules, especially if the option allowing
fighters to select one special ability every three levels is Notes for the GM: While the Cleric has a good mix of combat
used. and magical abilities, these special abilities add some nice
minor powers. The Smite ability is particularly useful as it
Magic-User Special Abilities means that no party with a cleric will ever be caught
All Magic-Users have the following special abilities. All require fighting creature they cannot possibly hit due to lack of
the use of a special wand hand-made by the magic-user. special weapon types.
MICROLITE74 COMPANION 1: OPTIONAL RULES -3-
Advantages and Disadvantages
Many players like to have characters that are mechanically Photographic Memory: For an Experience Base modifier of +1, a
different from other characters of their class. Backgrounds help character may remember details most would forget on a
provide this, but some campaigns may need more. Characters in successful WIL save. For an Experience Base modifier of +3, a
such campaigns may be created with advantages and character can remember everything with true photographic
disadvantages that adjust the characters Experience Base. All detail on a successful WIL save.
advantages and disadvantages selected for a specific character
must be approved by the GM as suitable the campaign, the style Disadvantages: The following major hindrances to a character
of play, and the specific character. Things that any characters decrease the number of experience points a character needs to
should be able to try to do should never be allowed as advance. However, the characters Experience Base can never
advantages. The following are example advantages and go below 50% of his Experience Base without any
disadvantages that may be used. These are only examples, you disadvantages.
may wish to remove some of the ones listed that do not fit your
campaign or style of play and/or add new ones tailored to your Frail: Character is unhealthy and weak of frame, subtracting 1
campaign. from the number of hit points gained at each level (minimum 0).
Experience Base modifier of -1.
Advantages: The following special abilities increase a
characters abilities and powers at the cost of increasing the Hunted by Enemies: The character is hunted by some powerful
number of experience points a character needs to advance. person or group who want to do them ill. The Experience Base
modifier is the total of the modifier for the hunters power and
Alchemy: Alchemists can create potions with the effect of how often the enemy has a hand in the characters adventures.
Arcane Spells. With access to water, ingredients (5 gp per use Power: slightly more powerful than character -0; much more
per Spell Level), and a successful roll of 1d20 + Magic Attack powerful -2; extremely powerful +4. Frequency: 20% of game
Bonus vs. a DC of 10 + (3 x Spell Level), an Alchemist can sessions -1; 40% of game sessions -2; 60% of game sessions -
create potions for spells of a Spell Level up to 1/2 the 3.
Alchemist's Level (round up). Potions take 30 minutes per spell
level to brew. These potions can be used up to 24 hours after Low Self-Esteem: Character has little self-confidence or self-
their creation; creating a potion with no expiration adds (2 x worth, taking a -3 penalty on Presence saves. Experience Base
Spell Level) to the DC. Each potion after the first created in a modifier of -1.
day adds +2 to the DC. Experience base modifier of +10.
Meager Fortitude: Character is sickly and weak of stomach,
Ambidextrous: Characters are normally considered to be right or taking a -3 penalty on Fortitude saves. Experience Base modifier
left-handed. Ambidextrous characters can use both hands of -1.
equally well, even at the same time. Experience base modifier of
+1. Noncombatant: Character is relatively inept at melee combat;
take a -2 penalty on all melee attack rolls. Experience Base
Danger Sense: The character has a sixth sense for danger. For modifier of -1.
an Experience Base modifier of +2, he can never be surprised.
Phobia: The character has a fear so strong it can overwhelm
Direction Sense: For an Experience Base modifier of +1, a him. Mild phobias can be temporarily overcome with a MIND
character always knows which direction is which (e.g. which way save. Severe phobias cannot be overcome. The Experience Base
is north). For an Experience Base modifier of +3, a character not modifier is determined by how common the object of the fear is
only always knows which direction is which but can always and the severity. Type of fear: Rare object/situation: -1;
retrace his path (e.g. return the way he came in in a maze). Uncommon object/situation: -2; Common object/situation: -3.
Severity of Fear: Mild Fear: 1x; Severe fear: 2x.
Dual Class: The character has two character classes and
advances in them simultaneously (i.e. Dual Class characters still Poor Reflexes: Character zigs when he should zag, taking a -3
only have one level). A Dual Class characters Experience Base penalty on Reflex saves. Experience Base modifier of -1.
is equal to the total of the Experience Bases for each class (e.g.
the Experience Base for a Fighter/Magic-User would be 50 to Shaky: Character is relatively poor at ranged combat, taking a -
which this advantages Experience Base Modifier would be 2 penalty on all ranged attack rolls. Experience Base modifier of
added). Dual Class characters combine the abilities and -1.
restrictions of both classes, taking the best in cases of conflict,
except where ruled otherwise by the GM. Experience Base Unlucky: Your character just has bad luck, usually at the worst
modifier of +10. possible time. The GM will arbitrarily make something go wrong
for the character each game session. This bad luck cannot kill
Former Magic-User Apprentice: The character began training as the character outright, but just about anything else goes.
a Magic-User or Illusionist but did not complete it. The character Experience Base modifier of -3.
has the Magic-User special abilities (Arcane Blast and Minor
Magic) but at a cost of 3 HP per use. He can create the needed Unreactive: Character is slow to react to danger, taking a -4
wand, but doing so takes a full week instead of a few hours. If penalty on initiative checks. Experience Base modifier of -1.
the ritual rules are used, the character can cast first and second
level spells as rituals provided he has a readable written copy of Vow: Your character has sworn an oath to do or not do
the spell ritual. Experience Base modifier of +7. something. The number of points it is worth is based on the
amount of inconvenience the GM thinks it will cause the
Herbalism: Herbalists are familiar with the magical methods of character during an average game session. Characters who
selecting and preparing herbal elixirs, poultices, etc. with the break their vow during a session receive no XP for the session.
effects of divine healing spells (effect level is listed in Minor inconvenience: -1; Major inconvenience: -2; Great
parenthesis): Cure Light Wounds (1), Gentle Repose (2), Cure inconvenience: -3.
Blindness (3), Cure Deafness (3), Cure Disease (3), Cure
Serious Wounds (4), Neutralize Poison (5), Restoration (7). Vulnerable: Character is not good at defending himself, taking a
Successful creation requires access to water, ingredients (5 gp -1 penalty to Armor Class. Experience Base modifier of -1.
per use per effect level), and a successful roll of 1d20 + Magic
Attack Bonus vs. a DC of 10 + (3 x Spell Level). Effects equal to Weak Will: Character is highly suggestible and easily duped;
1/2 the herbalists level (round up) can be created. Herbal taking a -3 penalty on Will saves. Experience Base modifier of -
creations may be used up to 24 hours after creation. Herbal 1.
creations affecting disease or poison must be created for a
specific disease or poison. Experience base modifier of +7. Version Suitability: Any.
-4- MICROLITE74 COMPANION 1: OPTIONAL RULES
do little but cause arguments as to what was good or
Notes for the GM: GMs should think carefully before allowing what was evil or what was lawful vs. what was chaotic.
Advantages and Disadvantages into their game. While they This optional alignment system tries to avoid such issues
can be a great way to create a special character, they can by limiting what behaviors are covered and by
be a pain in play. This is especially true for disadvantages acknowledging that everyone has at least some traits of
like Hunted by Enemies that actually create more work every alignment.
for the GM. If you decide to allow them, you need to
carefully look over characters that use them to be sure Character Goals and Personality Traits
that those taken actually make sense for the players The alignment system is a simple way to handle character
character concept and arent just being used to min-max personalities at a very simple level. While alignment is suitable
the character. for many types of campaigns, a more flexible system is needed
for others. If this system is used, the GM will enforce it with
Alignment Experience Point bonuses for using the characters goals and
Basic Alignment: There are three basic alignments: Light, traits in play.
Dark, and Neutral. Only intelligent beings have alignment and
the vast majority of those tend to be neutral. Player Characters Character Goals: In order to individual characters, each player
should select an alignment for their characters. must select four goals from the list below and arrange them in
order of importance to the character from first to fourth. Goals
Light: Light aligned characters try to avoid unnecessary harm to not on the list may be selected with prior GM approval. The GM
others by their actions or inaction. They often put the good of may award bonus XP for goal achievements during a session.
society/everyone over the immediate good of themselves and Characters can also earn points by helping their friends (fellow
their friends. They are usually willing to help others/society even PCS and associated NPCS) achieve their goals, so long as their
if doing so is somewhat inconvenient. If given power over friends goals do not clash with their own goals. Players may
others, they tend to use it for the good of all. change a goal or change the order of their goals during a
campaign with GM approval.
Dark: Dark aligned characters only care about themselves and
those who are currently useful to them. While they may not go Suggested Goals: (The player must select a particular aspect to
out of their way to harm others, they do not care if others are stress for those marked with an asterisk)
harmed as long as they succeed at their personal goals. They
are generally only willing to help others/society if they get Furtherance of History, linguistics, literature, etc.
something they want or need out of it. If given power over Scholarly Studies*
others they tend to abuse it and use it mainly to help Furtherance of Art* Music, architecture, crafts, etc.
themselves. Furtherance of Science* Astrology, engineering, etc.
Wealth Accumulation of treasure or other
Neutral: Neutral characters tend to put themselves and their wealth
friends first, but will generally not allow others to come to Earthly Pleasures Wine, women/men, drugs, etc.
unnecessary harm or inconvenience in order to succeed. They Romance True love
are willing to help others/society so long as doing so is not Power over Others Political, religious, in criminal
inconvenient. If given power over others, they tend to use it for underworld, etc.
good, but they and their friends come first.
Fame Personal renown far and wide
Rank* On social scale or in institution like
Virtues and Vices (Optional): As in real life, each character
religion or military
has virtues (admirable character traits) and vices (not so
Preservation of the Prevention of change (in government,
admirable character traits). Players select six traits from the lists
Status Quo religion, social system, etc.)
below before play starts. Neutral characters must select three
Preservation of Nature
from each list. Light aligned characters must select at least one
(but no more than two) vices. Dark aligned characters must Preservation of Order Prevention of breakdown of law and
select at least one (but no more than two) virtues. Players can order
select virtues and vices not on the list with GM approval. Comradeship Establishment and maintenance of
friendships
Virtues Vices Risk Tasking Taking physical. financial, or spiritual
Academic Arrogant risks
Austere Bigoted Commercial Business Setting up and running profitable
businesses
Bold Capricious
Collecting* Jewelry, antiques, weapons. Etc. (for
Cheerful Cowardly
pleasure of ownership, not for actual
Compassionate Egoistical
use)
Courageous Fearful
Religious Service Serving religions and Gods
Daring Hateful
Battle Glory Winning renown in battle
Determined Hidebound
Image Cultivation Adopting a distinctive appearance
Fair Impulsive
and style to impress others
Faithful Insensitive
Freedom Preservation of individual freedoms
Friendly Lazy
Chivalry Mercy, fairness, compassion
Generous Manipulative
Honor Duty to liege, family, friends, or own
Gregarious Miserly
dignity
Honest Petty
Mystic Power Finding spells, magic items, etc. for
Hopeful Power Hungry own use
Industrious Rude Patriotism Acting in countrys best interest
Just Self-Centered Discovery Bringing new knowledge to own
Kind Spendthrift civilization
Patriotic Stubborn Experience Wonders Travelling through strange lands,
Thoughtful Thoughtless other planes, etc.
Thrifty Vengeful Intrigue Political/Social secret scheming and
plotting
Version Suitability: Any. Included in Microlite74 Extended. Materialism Spending money on displays of
wealth: manors, castles, useless
Notes for the GM: Alignment is in the original 0e system in both expensive items, etc.
a simple and a complex form. Unfortunately, it tended to Welfare of Others
MICROLITE74 COMPANION 1: OPTIONAL RULES -5-
Responsibility Desire to carry out duties, take care Supplemental Saving Throws
of charges, etc.
Expansion of Civilization Into new lands, etc. Traditional Saving Throws
Wanton Destruction Desire to destroy things for the This system completely replaces the saving throw system in the
pleasure of destroying original rules. There are nine types of saving throws, which are
Cruelty Desire to cause pain in others grouped into five categories. The nine types are described
Persecution of Evil Evil as defined by your culture or below:
religion
Competition Desire to compete for competitions Death Ray - This saving throw covers instant death magic as
sake well deadly attacks and hazards in general.
Personal Feats The do it because its there spirit
Creation* Make magic items, works of art, etc. Poison - This saving throw covers poison-based attacks and
Self-Discipline Controlling ones behavior and hazards.
emotions
Trickery* Thwarting authority, playing practical Wand - This saving throw covers attacks originating from magic
jokes, etc. wands.

Character Personality Traits: In order to further individualize Paralysis - This saving throw covers attacks and hazards that
characters, players must select three of the following Personality cause paralysis.
Traits for their character. Personality Traits other than those
listed may be used with prior GM approval. Players should be Turn to Stone - This saving throw covers attacks and hazards
careful not to select traits that they are not interested in playing that cause petrification.
or that strongly conflict with their goals or religion (unless that
is what the player wants). Players should also try to avoid Dragon Breath - This saving throw covers breath attacks made
selecting conflicting Personal Traits for their characters. If such by dragons or other creatures.
traits are selected (for example, the first two on the list below),
the negative trait (passion for drink, in this case) is applied to Rod - This saving throw covers attacks originating from magic
the character while the positive trait is directed toward the rods.
behavior of others which tends to make the character a
hypocrite. Staff - This saving throw covers attacks originating from magic
staffs.
Suggested Personality Traits:
True passion for alcoholic beverages Spell - This saving throw covers spell-based attacks and
Disapproves of drunken ways hazards.
True passion for gambling
Disapproves of gambling The five categories of saving throws covered on the chart below
Enjoy a good public brawl and will start one given a good reason are: Death Ray or Poison (DR/P), Wand (W), Paralysis or Turn to
Disapproves of public brawling Stone (P/TS), Dragon Breath (DB), and Rod, Staff, or Spell
True passion for members of the opposite sex (R/S/S).
Disapproves of lewd and/or flirtatious behavior
Braggart who exaggerates his/her deeds To resolve a saving throw, the player (or GM) rolls d20, making
Modest about own deeds and disapproves of bragging any adjustments that may apply to the saving throw. If the
Gourmet who will not tolerate poor cuisine adjusted result is equal to or greater than the target number
Glutton who will eat just about anything and think it great listed on the table below, the saving throw is successful.
Rather crude and rough manners
Excellent manners, cannot tolerate bad manners Class Level DR/P W P/TS DB R/S/S
Will lie when it suits his/her needs Fighter 1-3 12 13 14 15 16
Truthful character who does not tolerate falsehood Fighter 4-6 10 11 12 13 14
Grasping and greedy Fighter 7-9 8 9 10 10 12
Miserly and begrudges spending money Fighter 10-12 6 7 8 8 10
Spendthrift whose money never lasts long Fighter 13-15 4 5 5 5 8
Tends to forgive (or forget) personal insults and injuries Fighter 16+ 2 3 3 3 5
Tends not to forgive or forget personal insults and injuries, and MU 1-5 13 14 13 16 15
always tries to get even sometime MU 6-10 11 12 11 14 12
Social snob who demands due respect from his/her social MU 11-15 8 9 8 11 8
inferiors MU 16-20 5 6 5 8 3
Social egalitarian that places little worth in social class
MU 21+ 3 4 3 5 2
differences when a person has shown his/her worth
Cleric 1-4 11 12 14 16 15
Character will not kill except in self-defense (and only after all
Cleric 5-8 9 10 12 14 12
else has been tried and has failed)
Sexist who belittles the abilities of the opposite sex. Cleric 9-12 6 7 9 11 9
Mild prejudice against a specific race or class (belittles their Cleric 13-16 3 5 7 8 7
abilities) Cleric 17+ 3 3 5 6 5
Overconfident of own abilities
Little confidence in own abilities All fighting classes save as Fighters. Arcane classes and Thieves
Mild phobia save as Magic-users; all other classes save as Clerics. Monsters
Always optimistic save as Fighters unless they have a class assigned. The Class
Always pessimistic Saving Throw bonus (and the class bonuses to the standard
rules saving throws) listed in class descriptions are not used.
Version Suitability: Any. The Paladins +1 to all savings per 5 levels is still used,
however.
Notes for the GM: Alignment (especially with the optional vices
and virtues) is enough for many campaigns, but the Version Suitability: Any.
systems here provide much finer control over character
personality for those who what the fine control Notes for the GM: While many like the saving throw system
accompanied by mechanical effects that benefit a player used in 3e games, some prefer a saving throw system
who plays in character and penalize a player who does not. closer to that used in 0e. This optional system is much
closer to that used in 0e.
-6- MICROLITE74 COMPANION 1: OPTIONAL RULES
resolve non-lethal competitions between characters
Supplemental Skills (boxing matches, card games, poetry writing contests,
Skills etc.) It plays fairly fast but usually takes more than a
While there are skills in Microlite74, they are not used the way single die roll for more suspense while taking into account
they are in most modern games. Instead of saying I make my differences in skill and level between characters.
(name of skill) roll, players are expected to think like Talents
adventurers, tell the GM what they are doing and the GM At level 2 (and every 2 levels thereafter), characters may select
decides if it will succeed in the situation. If the GM thinks the one narrow area of skill where they are better than average:
plan is a good one and likely to work, it succeeds without a die something they are Good at. This talent should be either
roll. If the GM thinks the plan is unlikely to work, then it fails something directly related to their class or background -- or
without a die roll. Only if the GM decides a random success something they have spent game time and/or money learning. If
chance is truly needed will a GM selected skill roll be made. the player wishes (and the GM approves), instead of selecting a
new talent a talent the character is already Good at be
There are just five skills in Microlite74: Communication, improved to Expert at at a later even-numbered level and a
Knowledge, Physical, Subterfuge, and Survival. Each class has a talent the character is Expert at may be improved a final time
class specific major class skill (Fighter: Physical, Magic-User: to Master at at yet a later even-numbered level. The GM will
Knowledge, Cleric: Communication) and a minor class skill of consider the character's talents just as he would the character's
the players selection. A character gets a +3 class bonus to his class and background when deciding if a character will succeed
major class skill. The player then selects two of the remaining with an action.
three skills as secondary skills. The remaining skill is a minor
skill. A players skill rank is: Version Suitability: Any.

Class Skill Rank = level + any bonuses due to class or race Notes for the GM: Many players used to more new school
styles of play want rules-based, mechanical ways to
Secondary Skill Rank = (level/2, round down) + any bonuses customize their characters. Talents provide a way to do
due to class or race. this that does not add much complexity nor restrict
characters from trying to do things anyone should be able
Minor Skill Rank = (level/4, round down) + any bonuses due to to try because they failed to select some special
class or race mechanical customization feat. Talents let characters
choose to be better than average in some specific, limited
When the GM calls for a skill roll, he will declare which skill and field. For example, while any character can try to swing
stat the skill roll falls under and the player will make a skill roll. from vines, a character that is Good at: Swinging from
Vines is going to be more successful at it than the average
Skill roll = 1d20 + skill rank + stat bonus + GM declared character. If you need to assign numerical benefits to
situational modifiers (if any). talents for when a success roll is needed, +2 per level is a
good place to start for most talents (i.e. Good at +2,
Roll higher than the GM assigned Difficulty Class to succeed. Expert at +4, Master at: +6).
Unless the GM rules otherwise, a natural roll of 20 always
succeeds. Suggest ball-park DCs: 12 for easy tasks, 15 for hard Supplemental Magic
tasks, 18 for difficult tasks, 21 for very difficult tasks, etc.
Ritual Magic
Version Suitability: Any but most suited for Microlite74 Basic. A Magic-User or Cleric can perform ritual magic to cast spells of
any level (and other special rituals that might be found in old
Notes for the GM: This is a simple skill system based on books or scrolls) provided the caster has a written copy of the
standard Microlite20 skills. The only real change is that GM spell or ritual, any needed materials (mainly required by special
as wider set of choices for what to roll to ask for when he rituals), and the time and space needed to perform the ritual.
feels a roll is actually needed. However, what skills a
player selects as better/worse for his character can also Ritual casting of a spell of a level the caster is able to cast
help the GM decide the results of an action without a skill normally takes 10 minutes and costs 1 HP per level of the spell
roll. If the supplemental Specialist class is used the GM being ritually cast. Ritual casting of a spell of a level the caster
should select an appropriate skill to be the major class skill is not yet able to cast normally takes 10 minutes per level of the
based on the type of specialist character. The specialist spell and costs twice as much in hit points as it would to cast
bonus is added to any skill roll that falls into the specialists directly. Ritual casting of a special ritual takes as long and costs
special area of skill/knowledge. as many HP as the ritual states (that is, the GM assigns these as
Contest of Skills needed when he creates the special ritual). Multiple Magic-Users
A contest of skills is handled similar to combat, except the and/or Clerics may participate in a casting a special ritual with
opponents arent trying to kill one another; they are trying to the HP cost of casting divided among them.
defeat their opponent with their skills. Like in a combat,
opponents in a contest of skills make an initiative roll for each Optional Sacrifices: One or more beings with human or better
round to determine who "attacks" first in the round. Instead of intelligence may be sacrificed during ritual magic. Each sacrifice
making a roll of attack bonus vs. Armor Class, each contestant made adds 10 minutes to the ritual and provides 10 plus the
makes the appropriate skill roll based on his class and beings level or hit dice in HP to power the ritual. This amount is
background. If the attackers result is equal or higher than the tripled if the being is truly a willing sacrifice. Some special
defenders result, he causes skill damage equal to 1d6 + stat rituals may require the sacrifice of intelligent beings. The
bonus of the stat used by the skill. Skill Damage is removed sacrifice of intelligent beings is normally against the law in
from a set of Contest Points. At the beginning of the contest, civilized societies.
each contestant's Contest Points which are set equal to the
score of the stat used by the skill plus the character's level. Version Suitability: Any. Included in Microlite74 Extended.
When a characters Contest Points fall to 0 (zero) or less, the
contest of skills is over, and the loser is defeated (knocked Notes for the GM: These supplemental rules allow magic to be
unconscious, humiliated, loses the bet, etc.). Contest Points cast as rituals, trading time for energy and class/level
cannot normally be increased during a Contest of Skills unless limitations on direct spell casting. While player-characters
someone successfully cheats. may occasionally find magic rituals useful, they are very
useful for NPCs and villains. Your NPC village cleric may
Version Suitability: Any. not be able to cast Raise Dead as a spell, but his holy
books might have an elaborate and expensive ritual with
Notes for the GM: This is a simple system that can be used to similar effects. Your mad chaotic sorcerer might be able to
MICROLITE74 COMPANION 1: OPTIONAL RULES -7-
cause a volcano to appear with a horrible ritual the calls for chances of success: for each additional 2 HP spent (for each 3
the sacrifice of all the children in the closest village thats HP spent if the caster is of a different class), their roll gains +1
a spell you wont have to worry about a player getting his bonus.
hands on and using.
If a magic-user was casting a spell and stops doing so to
Metamagic counter a spell, the effect is the same as if the magic-user were
Magic-Users and Clerics may select one metamagic ability from hit in combat.
this list at levels 3 and 6. A spell with metamagic abilities
applied is cast at a higher HP cost: the standard HP cost for the Version Suitability: Any.
spell plus the HP cost for all metamagic being applied to the
spell. The GM has the final say as to what metamagic effects do Notes for the GM: Counterspells make magic and combat more
or do not make sense to use with a particular spell. Multiple complex and can lengthen combat quite a bit. However,
metamagic effects can be applied to a single spell; however, they add a new dimension to magical combat.
each metamagic effect after the first adds an additional +1 to
the HP cost of the spell. Fire-and-Forget Magic
The "0e" original version of the world's most popular fantasy
Empower Spell - All variable, numeric effects of an empowered roleplaying game used a much different system of magic from
spell are increased by one-half. Saving throws and opposed rolls that of Microlite20-based games. This system had the magic-
are not affected, nor are spells without random variables. An user or cleric select and prepare a set number of spells of
empowered spell adds +4 to the HP cost of the base spell. certain levels in advance. Each prepared spell could only be cast
once. This system can easily be substituted for the standard
Enlarge Spell - You can alter a spell with a range of close, Microlite74 spell casting system using the following rules.
medium, or long to increase its range by 100%. Spells whose
ranges are not defined by distance, as well as spells whose Fire-And-Forget Magic (Basic): Magic-Users can cast any
ranges are not close, medium, or long, are not affected. An arcane spell (and Clerics any divine spell) from the Microlite74
enlarged spell adds +2 to the HP cost of the base spell. list with a spell level equal or below 1/2 their class level,
rounded up. A Magic-User starts with three first levels arcane
Extend Spell - An extended spell lasts twice as long as normal. A spells in his spell book and can add more spells by finding (or
spell with a duration of concentration, instantaneous, or buying) them on scrolls or books and copying them into his spell
permanent is not affected. An extended spell adds +2 to the HP book. Clerics do not need spell books and automatically have
cost of the base spell. access to all divine spells of a level they can cast (use of certain
spells may be forbidden by the cleric's deity, however).
Widen Spell - You can alter an area shaped spell to increase its
area. Any numeric measurements of the spells area increase by Both magic-users and clerics must select and prepare specific
100%. A widened spell adds +6 to the HP cost of the base spell. spells from their collections in advance. The number of spells of
specific levels a character can prepare is limited by their class
Version Suitability: Any. level (see below for details). Preparing spells takes one hour of
uninterrupted time: magic-users must study their spell books
Notes for the GM: These abilities ported in from 3e allow Magic- while clerics must meditate and commune with their deity.
Users and Clerics to manipulate the effects of some of their
spells. This can make Magic-Users and Clerics somewhat Number of Spells Prepared Per Day (Magic-Users):
more interesting to play, but it can also make them much
more powerful (especially in the hands of mini-maxing Magic-User Spell Level
players). GMs should carefully consider the needs of their Level 1 2 3 4 5 6
campaign and the types of players in their campaign before 1 1
using the supplemental metamagic rules. 2 2
3 2 1
Memorized Spells
4 3 2
A Magic-User or Cleric may retain only a limited number of
spells in memory, ready for immediate casting: one spell can be 5 3 2 1
retained in memory for each level the Magic-User or Cleric has 6 4 2 2
attained. He can change the spells he has in memory at any 7 4 3 2 1
time by studying his spells (if a Magic-User) or praying to his 8 4 3 2 2
deity (if a cleric) for one hour. Signature spells are always in 9 5 3 3 2 1
memory and do not count against this limit. 10 5 4 3 2 2
11 5 4 3 3 2 1
Version Suitability: Any. Included in Microlite74 Extended. 12 5 4 4 3 2 2
13 5 5 4 3 3 2
Notes for the GM: If you want a spell system more like that of 14 5 5 4 4 3 2
0e but do not want to go to the Fire-And-Forget system
below, this Memorized Spells rule is a good compromise. It Number of Spells Prepared Per Day (Clerics):
introduces some old school resource management into
the magic system while retaining the basics of the Cleric Spell Level
Microlite20 magic system. Level 1 2 3 4 5
1 1
Counterspells
Arcane spell casters have the ability to disrupt other arcane 2 2
casters by attempting to counter the spell. Casters can attempt 3 2 1
to counter any type of arcane spell; however they get a -1 4 2 2
penalty when countering spells cast by a class different from 5 2 2 1
their class. 6 3 2 2
7 3 2 2 1
The moment that a spell is cast, any caster within range (10 8 3 3 2 2
feet per level) and who has not yet acted that round may 9 3 3 2 2 1
abandon their planned action to try to counter the spell. In order 10 4 3 3 2 2
to succeed the countering caster must make a magic attack roll 11 4 3 3 2 2
and beat a DC equal to 20 + (spell caster's level) at a cost of 3 12 4 4 3 3 2
+ the level of the spell being countered in HP. Before rolling 13 5 4 3 3 2
they may choose to use their magical energies to improve their 14 5 4 4 3 3
-8- MICROLITE74 COMPANION 1: OPTIONAL RULES
Fire-And-Forget Magic (Standard/Extended): Magic-Users casting a spell, the spell fizzles and the caster loses the spell
can cast any arcane spell (and Clerics any divine spell) from the from memory just as if he had cast it.
Microlite74 list appropriate to their class as shown on the charts
below. Arcane casters start with Read Magic and 1d2 additional No Clerical Spell at First Level (Optional): To be true to the
first levels spells in his spell book (which must be approved by original source material, first level clerics should not have any
the GM) and can add more spells by finding (or buying) them on spells. To duplicate this, change the number of first level spells
scrolls or books and copying them into his spell book. Divine available to first level clerics to zero and the number available to
casters do not need spell books and automatically have access second level clerics to one on the Cleric table below.
to all divine spells of a level they can cast (use of certain spells
may be forbidden by the cleric's deity, however). Reduced Caster Hit Points (Optional): As casters do not use hit
points to cast spells, their hit dice are capped at 9 for arcane
Both arcane and divine casters must select and prepare specific casters (+ 1 hit point per level thereafter) and at 12 for divine
spells from their collections in advance. The number of spells of casters (+2 hit points per level thereafter).
specific levels a character can prepare is limited by their class
level (see below for details). Preparing spells takes one hour of Version Suitability: Any.
uninterrupted time: arcane casters must study their spell books
while divine casters must meditate and commune with their Notes for the GM: Some people dont think it is old school if
deity. Magic-Users and Clerics do not have to memorize their
spells and forget them as they are cast. If you or your
Number of Spells Prepared Per Day (Arcane Spell Casters): players fall into this category, these Fire-and-Forget magic
rules are a drop-in replacement for the standard M74
Magic-User Spell Level magic system. They can also be used along with the
Level 1 2 3 4 5 6 7 8 9 standard magic system as a separate mnemonic school
1 2 of magic from a different location or culture.
2 2
3 3 1
Weird Science
4 4 2
Weird Science: A techno can create non-magical items with
5 4 2 1 spell-like effects through his study of weird science. Weird
6 4 2 2 science allows the artificer to create devices that combine the
7 4 3 2 1 effects of one or more spells. Any number of spells can be
8 4 3 3 2 combined into a single device. Spell statistics (casting times,
9 4 3 3 2 1 etc.) remain unchanged, although no components are required
10 4 4 3 2 2 and the artificer is considered the caster for the purposes of
11 4 4 4 3 3 1 casting level.
12 4 4 4 4 4 1
13 5 5 5 4 4 2 Weird science devices must be invented in advance, however --
14 5 5 5 4 4 3 1 they cannot be created on the fly. The time to create such
15 5 5 5 5 4 4 2 devices is 4 hours per spell level used and technos must have a
16 5 5 5 5 5 5 2 1 written copy of each spell they use in a weird science device to
17 6 6 6 5 5 5 2 2 create the device. As such, a techno usually has a fixed
18 6 6 6 6 6 5 3 2 1 collection of regularly-carried devices.
19 7 7 7 6 6 6 3 2 2
20 7 7 7 7 7 7 3 3 2 Weird science devices are temporary and unreliable. They are
able to be used reliably a number of times per day equal to 1
plus half the class level of the techno who built the device
Number of Spells Prepared Per Day (Divine Spell Casters):
(rounding up, naturally). The device may be used by anyone --
but if used by someone other than the techno who built it, it
Cleric Spell Level
requires a MIND roll at DC 15 to activate (a failed roll indicates
Level 1 2 3 4 5 6 7
that the device fails to activate for that user, and a roll of 1
1 1 means that the device breaks down for good).
2 2
3 2 1 If the device is used more times than allowed (by anyone), it
4 2 2 requires a MIND roll with a DC equal starting at 20 and rising by
5 2 2 1 1 every additional time the device is used. A failed roll means
6 2 2 1 1 that the device breaks down and may not be used again (the
7 2 2 2 1 1 artificer will have to build another).
8 3 3 2 2 1
9 3 3 3 2 2 Combining multiple magical effects into a single device means
10 4 4 3 3 2 that both effects function simultaneously upon activation
11 4 4 4 3 3 (effectively casting two or more spells at once) -- but such
12 5 5 4 4 3 1 devices are even more unstable than usual: The MIND roll for
13 5 5 5 4 4 1 extra activations starts at DC 25 + the number of effects used,
14 6 5 5 5 4 2 and goes up for each additional usage by the number of effects
15 6 6 6 5 5 2 used.
16 7 6 6 6 5 3
If Weird Science is used, the Techno class should also be used:
17 7 7 7 6 6 3 1
18 8 7 7 7 6 4 1
Technos (Specialist Class) can wear light or medium armor, use
19 8 8 8 7 7 4 2
any light or medium weapon and any weird science armor or
20 8 8 8 8 7 5 2
weapons. Physical Combat Bonus is level/3, rounded up. Magical
Combat Bonus is level/2, rounded up. Experience Base is 25.
Both Versions: Casting a prepared spell does not cost any hit Class Saving Throw Bonus is +1. They add +1 to REF and WIL
points, but once cast, a spell cast is no longer in memory and saves. Technos can create non-magical items with spell-like
may not be cast again. Casters may prepare multiple copies of effects through their study of weird science. Technos use spells
the same spell. (of any class-type) up to 4th level to create their devices. They
start will the ability to create 1st level effects and gain one
In combat, if a caster is hit and takes damage (or other effect additional level every third level.
that could interfere with spell casting like paralysis) before
MICROLITE74 COMPANION 1: OPTIONAL RULES -9-
Version Suitability: Any.
Notes for the GM: This can make combat more interesting for
Notes for the GM: Allowing technos and weird science gives a fighters, but a relatively large cost in complexity. If you
simple way to allow a type of technology into the campaign use this system, you should require the player to describe
without having to create a complex system of technology what his character is doing and deny any combat stunts
levels, invention rules, magic/tech interaction rules, etc. It that do not make sense in the situation (no tripping a
assumes that technology is simply an attempt to recreate gelatinous cube, for example) or whose bonuses and
the effects of magic without magic. As written, this system penalties do not match up well to the players description
should not throw balance out the window. Note, however, of the stunt. If characters are allowed this option, some
it isnt a set of rules for combining real world technology intelligent opponents (including some monsters) may use
and magic. these combat stunts at your option.

Supplemental Combat Armor for Everyone


All character classes can wear armor; however, wearing armor
Combat Stunts (Simple) has negative effects on the abilities of some classes. Armor
At a cost of 1 hit point, Fighting and Specialist classes may Class in this system is Armor Class (AC) = Base Armor Class +
adjust their armor bonuses, attack bonus, damage done, etc. for DEX bonus + Armor bonus
an attack to create a combat stunt. For each -1 a character
takes, he may take a +1 in another area. A Fighting Class may Base Armor Class: Each class has a base armor class that is in
take up to 2 plus Level/3 (round up) in penalties on a single effect anytime the character is conscious and not tied up to the
attack roll. A Specialist class may take up to his level/3 (round point they can't move at all. This base armor class takes into
up) in penalties on a single attack roll. account the character's combat training which allows him to
dodge and parry blows.
For example, a 5th level fighter (maximum combat stunt
penalties of -4) might want to do a great blow causing 4 points Fighter -- Base AC of 14
extra damage in exchange for reducing his AC until his next Paladin/Ranger -- Base AC of 13
action and reducing his chance to hit with the attack. For Cleric/Druid/Bard -- Base AC of 12
example, +4 to damage, -2 to AC and -2 to hit would balance Thief/Assassin -- Base AC of 11
the bonuses and penalties. Magic-User/Illusionist -- Base AC of 10

Version Suitability: Any. Any character that is unconscious or heavily restrained has a
Base AC of 10. Other classes should be slotted in on the level of
Notes for the GM: This can make combat more interesting at the character that makes the most sense. ONLY the fighting
little cost in complexity. If you use this system, you should man should get a Base AC of 14, however. Other fighter
require the player to describe what his character is doing classes/subclasses should come in on the Paladin/Ranger line at
and deny any combat stunts that do not make sense in the best. The Monk is a special case, and still cant use armor as
situation (no tripping a gelatinous cube, for example) or their training replaces it.
whose bonuses and penalties do not match up well to the
players description of the stunt. If characters are allowed Armor: Armor adds to the character's Base AC when worn.
this option, some intelligent opponents (including some Armor may have side effects for some classes.
monsters) may use these combat stunts at your option.
Light Armor: +1 to AC. Magic-Users and Illusionists cannot cast
Combat Stunts (Complex) their highest level of spells known while wearing Light Armor.
Fighting Classes may modify their basic attack in the following
ways by spending HPs: 1 hp + 2hp for each effect. Medium Armor: +2 to AC. Magic-Users and Illusionists cannot
cast their two highest levels of spells known while wearing
Hinder - inflict an extra 1d6 as a penalty until next turn Medium Armor. Thief abilities are halved while wearing Medium
Cleave - hit all adjacent enemies, roll separate damage Armor.
Aid - give a 1d6 bonus any one character's to hit or AC this
round Heavy Armor: +3 to AC. Magic-Users and Illusionists cannot
Extra Die - roll an extra damage die (can't be used with Aid or cast their three highest levels of spells known while wearing
Hinder) Heavy Armor. Thief abilities are unusable while wearing Heavy
Effect - some extra effect like knocking the target back or Armor.
disarming them. The target gets a saving throw.
Shield: +1 to AC, only when character is conscious and mobile.
The maximum number of hit points a Fighter can spend on Magic-Users and Illusionists cannot cast their highest level of
stunts for a single attack is ((Level/2, round up) x 2) +1. That is spells known using a shield -- if they are using a shield and
3hp at levels 1 and 2, 5hp at levels 3 and 4, 7hp at levels 5 and armor the shield adds 1 to the levels of spells they cannot use.
6, etc. with an absolute maximum equal to the Fighters STR.
Examples: An unarmored average DEX fighting man is AC 14.
Example: A fighter of level 3 or higher can spend 5hp to hit all The same fighting man in plate armor and using a shield would
the kobolds surrounding him with double damage (Cleave, be AC 18.
Extra Die).
Example: A Fighter can spend 3hp to make a distracting attack An unarmored average DEX 10th level wizard would be AC 10
that gives another named member of his party +1d6 to hit and could cast spells normally. If that tenth level wizard wears
the same opponent (Aid). chainmail, she would be AC 12 but would not be able to cast any
Example: A fighter can spend 3 hp to knock the goblin off of her 4th or 5th level spells. A 1st through 4th level magic user
balance, giving him a -1d6 AC penalty (Hinder). wearing chainmail would not be able to cast any spells at all.
Example: A fighter of level 10 or higher could knock his
opponent back, giving three named members of his party a Wearing Armor affects Bards based on the type of magic they
+1d6 each to hit that same opponent, and reducing the cast. If they use Illusionist magic, wearing armor reduces their
opponents AC by 1d6 (Effect, Aid x 3, Hinder). ability to cast spells just as it does for magic-users or
illusionists. If they use Druid magic, it has no effect on their
If the Combat Stunts (Simple) rules are in use, Fighters may ability to cast spells.
also adjust their bonuses as allowed under those rules as part of
a complex combat stunt at no additional cost in hit points. Version Suitability: Any.

Version Suitability: Any. Notes for the GM: One thing that really seems to sit wrong with
some players in early editions are the armor and weapons
-10- MICROLITE74 COMPANION 1: OPTIONAL RULES
limitations on classes. Some players really want their
magic-users to wield swords and wear armor. This optional Notes for the GM: Black powder can be considered an alchemical
armor system allows this while still trying to maintain the or even magical substance in a campaign setting if the GM
balance between classes. desires. Adding black powder weapons will not unbalance a
campaign, but it will certainly change the feel of a
Weapon Damage By Class campaign setting, especially if such weapons are common.
Characters of any class can use any weapon. However, because
of different levels of training, the amount of damage a character Miniatures and Battle Maps
can do with a given weapon varies the type of weapon and the If you have miniature figures (about 1 inch or 25 to 28 mm tall)
wielders class. The Weapon Damage Table below is used to represent the characters and their enemies and wish to use
instead of any other weapon damage given in the rules. them to create more tactical battles, you will need a ruler or a
battle map covered in spaces (squares, hexes or 1 inch
Weapon Damage Table measurements). One space equals 5 feet or 2 yards, and the
Class Type Light Wpn Medium Wpn Heavy Wpn average character and monster moves 6 spaces per turn even
Fighting Class 1d6 1d8 1d10 diagonally.
Specialist Class 1d4 1d6 1d8
Arcane Class 1d4 1d4* 1d6** Small characters (like halflings or gnomes) move 5 spaces per
turn, while characters wearing heavy armor (splint mail, banded
*Arcane classes wielding a Quarterstaff using both hands do 1d6 mail, half-plate, full plate) move 1 space less each turn. On
damage. older-style maps, where one space equals 10 feet, the average
**Arcane classes wielding a heavy weapon do so at -1 to hit. character moves 3 spaces per turn.

Magic Weapons: A character only benefits from a magical hit or Characters can move through the same space as another
damage bonus on a weapon if the characters class is able to character or enemy, but cannot end movement in the same
use the weapon under the standard class rules. space as another figure. Attempting to move past an enemy
(through the enemy space or a space next to an enemy) may
Version Suitability: Microlite74 Standard or Microlite74 Extended trigger an opportunity attack. Rubble, darkness, heavy growth
and other difficult terrain costs 2 spaces of movement per space
Notes for the GM: In some campaign worlds the weapon moved by the character. Moving up and down is the same as
restrictions on classes make little sense. This optional rule moving horizontally (a character does not have to spend extra
allows any class to use any weapon but limits the damage movement to climb or fly). Moving just 1 space is considered a
a weapon does based on the amount of weapons training free action, as long as the character does not move any
a class receives. A fighter wielding a two-handed sword will farther that turn.
do more damage with it than a magic-user will because
fighters train with them and magic-users dont. If theres a question whether a character could see an enemy to
hit it, draw an imaginary straight line from the center of the
No Initiative attackers space to the center of the targets space (or one of its
Use Physical Combat Bonus (Attack Bonus for monsters) to spaces, if it takes up more than one space on the map). If there
determine attack order instead of rolling for initiative. is no major obstacle or enemy in the path, the character can
make the attack. Allies of the attacker do not block its path.
Version Suitability: Basic or Standard. Characters can attack through windows and other partial
obstacles at a -2 penalty to hit.
Notes for the GM: This will speed up combat by eliminating die
rolls and will tend to standardize the combat sequence. It To avoid calculating attack ranges each turn, melee attacks
has no major effect on play, except making things less must be made against an enemy in a space adjacent to the
random. character. Thrown and short-range weapon attacks can be made
against an enemy up to 10 spaces away. Long-range weapon
Overwhelming Opponents
attacks can be made against an enemy up to 25 spaces away.
Each attacker beyond the first against the same target in the
same round adds +1 to their attack rolls for each attacker
Version Suitability: Any.
before them. So, a second attack on the same target in the
same round by a party member or monster would be at +1, a
Notes for the GM: Combat in Microlite74 is not really intended to
third attack at +2, etc.
be played out with minis and battle maps. However, some
groups will want to use them. These rules provide a simple
Version Suitability: Any.
system for those who wish to use it. GMs can make it more
complex if their groups really want detailed, tactical
Notes for the GM: This allows multiple creatures to wear down a
combat.
more powerful target by overwhelming the target with
many attackers. It adds a bit more realism to combat and Hit Points and Body Points
allows large number of nuisance opponents to be a real Replace the standard character damage and healing system with
threat. If you opt to use this rule, remember that the following:
opponents that are not within weapon reach of a target
cannot attack. Therefore, you as GM must exercise Hit Points (HP) = 6 + 1d6/Level. If Hit Points reach 0, the
common sense in applying this rule. character is unconscious and begins to take severe physical
injury. Further damage directly reduces Body Points.
Black Powder Weapons
In some campaign settings, early black powder firearms may be
Body Points (BP) = 20. If Body Points reach 0, the character is
available. Black powder weapons have the potential to cause a
dead. Each two points of body damage a character has gives a -
lot of damage, if the maximum is rolled on a black powder
1 to all rolls.
weapons damage die (for example, 8 for a pistol), roll again
and add the new result to the total. Keep rolling as long as the
Critical Hits: Natural attack roll of 20 (that would otherwise hit)
maximum is rolled. A black powder weapon can only be fired
is automatically a critical doing maximum damage and doing a
once before it has to be reloaded, which takes an entire round.
number of body points damage equal to the number of damage
dice rolled (normally 1). Most monsters do not have body
Weapons Range MinSTR Cost Damage points, so a critical hit will do maximum damage plus a normal
Pistol 30ft 14 200gp 1d8 damage roll to them and cause them to lose their next attack.
Musket 200ft 11 500gp 1d10
Recovering Hit Points: All characters recover all hit points after
Version Suitability: Any. six hours of total rest. If a character has lost Body Points due to
MICROLITE74 COMPANION 1: OPTIONAL RULES - 11 -
wounds, only 50% of total hit points lost are recovered per six Version Suitability: Any.
hours of rest.
Notes for the GM: Action points are a way for players to avoid or
Healing Body Point Damage: Body points lost recover at a rate lessen the effects of truly disastrous die rolls at critical
equal to the characters STR Bonus (minimum of 1 point points or to have something lucky/helpful happen by
regained) per full day of rest. If a character with up to 1 to 10 chance. While some think they go against the let the
points of Body Point damage performs more than very light dice fall where they may old school attitude (and to some
activity or careful travel during a day, he has a 50% chance of extent they do), in reality they turn out to be just another
losing an additional body point. If a character with more than very limited resource for players to manage, which is a
11-19 points of Body Point damage does anything other than very old school thing. If your players complain about bad
rest quietly in bed during a day, he has a 50% chance of losing rolls to the point they are annoyed with the game, adding
an additional body point. action points might be something to consider.

Healing Magic: Cure spells or their equivalent no longer affect Fame


hit points on characters (but continue to do so on creatures who A side-effect of adventuring is Fame: other people may
only have hit points). A Cure Light Wounds (or equivalent) will recognize the character, even if he would rather not be
cure 1d2+1 Body Points. A Cure Serious Wounds (or equivalent) recognized. Fame is rated from 0 to 10.
will cure 3d2+3 Body Points. In either case, 1 point will be cured
per 10 minutes of rest after the spell is cast (up to the Gaining Fame: All character start with a Fame (FAM) of 0 and
maximum the spell will cure), if the rest in interrupted any FAM never goes higher than 10. Each time a character goes on
remaining points of healing are lost. an adventure, the character adds 1 to his Adventure Total.
When his Adventure Total is equal to (or greater than) his
Second Wind (Optional): Once per day, characters may regain current FAM +1, he rolls a d20 at the end of the adventure. If
20% of their total hit points (round up) by resting in a safe place the roll is higher than his current FAM, his FAM increases by 1
for an hour while eating a meal. This amount is reduced by 2 hp and his Adventure Total is reset to zero.
per point of body damage (to a minimum of 0 hp recovered).
Using Fame: Famous people might be recognized by others who
Monster Body Points (Optional): If the GM does not mind the see them, even if they do not wish to be. When the GM thinks a
added complexity, monsters may have Body Points as well. A character might be recognized by a stranger, he rolls a D20. If
monsters Body Points are equal to twice the number of hit dice the result is less than or equal to the characters Fame, the
the monster has. stranger correctly recognizes the character. If the character is
disguised, the character will not be recognized. Characters who
Version Suitability: Any. Included in Microlite74 Extended. wish to be recognized may drop their name or the like and force
a Fame roll.
Notes for the GM: This character damage and healing system is
actually a bit easier to handle as players do not have to Effects of Fame: Reaction to being recognized will vary
keep track of two different types of hit point damage depending on what the character has done. A mass murderer
(wound damage that can be healed by magic and who is recognized will get a much different reaction than the
damage from spell casting and combat stunts that cannot famous general who saved the country from invasion, for
be healed magically but is fully restored by a nights example. If a character has been recognized, the GM may adjust
sleep). It is also more realistic in that it provides negative NPC reactions accordingly.
effects for actual wounds. However, it makes characters
somewhat more capable as their hit points are fully Version Suitability: Any.
restored by a nights sleep if they havent suffered any
body damage. The optional monster body points rule is not Notes for the GM: Fame is an abstract way to track how
really recommended except for GMs running adversarial important player characters are in the campaign. You
campaigns. may want to modify how Fame is gained and used based
on the needs of your campaign. NPCs can also be assigned
General Fame. If characters recognize them, they should be told a
bit about them as the NPCs fame means that his life is not
Action Points as private as he might like.
All characters have 1 action point per character level. Actions
Sanity
points may be used to simulate a heroic effort by a character or
All character start with a Sanity (SAN) of 0. To make a SAN roll,
to simulate a lucky break. Action Points recover 1 per day of
roll d20 + Mind bonus. If the result is greater than the
total rest in safe surroundings.
characters current SAN, the roll is successful. If the roll is
failed, the character suffers some type of overwhelming fear or
Heroic Effort: Each action point spent on heroic effort allows the
temporary insanity. When characters see or experience
player to roll a 1d6 and adjust any single die roll affecting the
something mind-shattering, their SAN may increase. For a mild
character or made as a result of the characters actions in the
experience, roll 1d2-1 and add the result to the characters SAN.
characters favor by the amount rolled. The action point must be
For a major experience, roll 1d3-1 and add the result to the
expended before the die roll to be adjusted is made.
characters SAN. For a truly terrible experience (like
encountering terrible deities of madness), roll 1d4-1 and add the
Luck: Spending one action point for luck will cause a minor bit of
result to the characters SAN. If a characters SAN total ever
good luck to come the characters way. Spending two action
surpasses 20 + MIND bonus, the character is totally and
points for good luck will cause a major bit of good luck to come
permanently insane (and becomes an NPC). Small SAN
the characters way. In both cases, the GM decides exactly what
reductions can come from defeating SAN roll causing situations
the good luck is, but it should be helpful in a minor/major way
or from special spells and/or rituals.
to the characters immediate situation.
Version Suitability: Any.
Shake Off Fatigue: Recover half your lost hit points instantly.
This counts as an action.
Notes for the GM: Sanity is generally only included in campaigns
which feature eldritch horrors whose mere existence can
Strike Now: The character can take his action right now instead
warp the mind.
of waiting for his normal strike speed position to come up. This
cannot be used to cast a spell over 3rd level or if the character Aspects
has taken a defensive Combat Stance for the round (Full Aspects are non-mechanical parts of a Character that a player
Defense or Active Defense). wants to mechanically influence the game. An epithet, quote,
relationship, possession, or anything else can be an Aspect.
-12- MICROLITE74 COMPANION 1: OPTIONAL RULES
Characters start with one Aspect in the 1st Level and gain an Offering Die Roll Modifier
additional aspect every 3rd level (at level 4, 7 10, etc.). For Treasure (1000gp) +1
each Aspect, a player gets an Aspect Point (often measured with Each Potion +2
a poker chip or other counter) at the beginning of each session. Magic Weapon/Armor +Bonus
At any time during the session, the player may invoke an Aspect Magic Scroll (per spell) +2
prior to any die roll by describing how it comes into play and Magic Ring, wand, or rod +5
spending an Aspect Point, thereby gaining a +4 to the roll. The Magic Staff +10
GM may also invoke a Character's Aspect (called a compel) for Miscellaneous Magic item +10
a -4 to the roll. The player may refuse a compel at the cost of Minor Artifact +15
one Aspect Point; if the player accepts a compel, he gains one Minor Artifact +25
Aspect Point. Accept Minor Quest +10
Accept Major Quest +20
Version Suitability: Any. Intelligent Being Sacrificed +Level or HD

Notes for the GM: Aspects are popular feature from another Only evil deities accept the sacrifice of intelligent beings. A
RPG. This rule allows the limited use of aspects in minor quest will take 4 to 8 months. A major quest will take 1 to
Microlite74 without allowing them to take over the game or 3 years. The quest will be imposed by the deity (and need not
to have the silly effects (for example, being pitch black in involve actual questing).
the middle of the night has no effect on events unless
someone spends a point to invoke the darkness aspect as There is an additional modifier of -15 if the character does not
is true in some games which use aspects). regularly donate at least 10% of income to the deitys temple.
Characters who ignore their deity except when in need of help
Deities and Divine Intervention suffer a die roll modifier of -10 to -30 as determined by the GM.
Characters will find it helpful to follow one of the gods. Although
Clerics, Druids, and Paladins have special access to the deities, If the result is intervention, the deity will do the minimum
other classes may receive advice and assistance at times as needed to answer the request. For Demi-Gods, the maximum
well. A character may select any deity (or pantheon in some would be about the ability of a limited wish spell. For Minor
campaigns) to follow from the campaign allowed by the GM. Deities, the maximum would be about the power of a single wish
spell. For Major Deities, the maximum would be about the about
Divine Intervention: Deities will occasionally assist their ability of several wish spells. There is no effective limit for what
followers when petitioned for aid. There is a chance of angering Greater Deities can do.
the deity and a strong possibility that the deity will not deign to
take an interest in mortal affairs at that time. The petitioner If the result is retribution, the petitioner takes his level in D6 of
may thus receive aid, suffer harm, or get no response at all. damage (plus Body Point damage equal to the characters level
Petitioning for divine intervention more often than once a week if Body Points are being used).
results in automatic retribution.
Conversion (Optional): Characters may not willingly change their
Petitioning for divine intervention can be done at any time allegiance to another deity/pantheon except at a full temple of
provided the character is capable of thought. A d100 roll on the the new deity and then only with a favorable reaction roll from
appropriate table using the column for the characters level the new deitys priests (large donations to the temple will give
below will determine the result. Clerics, Druids, and Paladins add favorable modifications to the roll). Lay people accepted by a
5 to their level before consulting the chart. new god must spend 1d4 weeks (at their own expense) at the
temple learning the basic rituals and dogma of their new faith
Greater Deity before they can receive any benefits from that faith. Clerics and
Result 1-5 6-10 11-15 16-20 21+ Druids must spend 1d6 months (plus their level in weeks) in
Retribution 01-80 01-70 01-60 01-50 01-40 such study before they can cast divine spells above 2nd level
No Effect 81-95 71-90 61-85 51-80 41-70 again. Druids can only convert to another nature deity.
Intervention 96-00 91-00 86-00 81-00 71-00
Spell Level Availability (Optional): A characters deity may limit
Major Deity the level of Divine Spells the character may cast. If the
Result 1-5 6-10 11-15 16-20 21+ characters deity is a Demi-God, the maximum level of Divine
Retribution 01-70 01-60 01-40 01-30 01-20 Spells the character has access to is 5th level. If the characters
No Effect 81-90 61-80 41-70 31-60 21-50 deity is a Minor Deity, the maximum level of Divine Spells the
Intervention 91-00 81-00 71-00 61-00 51-00 character has access to is 6th level. If the characters deity is a
Major or Greater Deity, the maximum level of Divine Spells the
Minor Deity character has access to is 7th level.
Result 1-5 6-10 11-15 16-20 21+
Retribution 01-60 01-40 01-30 01-20 01-15 Special Spells by Deity (Optional): Deities may not offer all of
No Effect 61-85 41-75 31-65 11-55 16-45 the standard Divine Spells (Cleric) to their clerics. They may
Intervention 86-00 76-00 66-00 56-00 46-00 simply not provide some of the standard spells, substitute
special spells for some of the standard spells, or even add
Demi-God additional spells to the standard spells.
Result 1-5 6-10 11-15 16-20 21+
Retribution 01-50 01-30 01-20 01-10 01-05 Version Suitability: Any.
No Effect 51-80 31-65 11-55 11-45 06-35
Intervention 81-00 66-00 56-00 46-00 36-00 Notes for the GM: Divine Intervention gives characters an
expensive way to try to get themselves out of extremely
Characters may make an offering to their deity before rolling for bad situations by paying for a miracle. It doesnt work all
divine intervention. All offerings musty be in the possession of that often (especially for lower level characters), but when
the petitioner at the time of the request (deities do not accept it does it is often a memorable moment in the campaign.
IOUs). This table lists the die roll modifier for various types of Note that successful divine intervention need not be
offerings: splashy and obviously deities acting in the world if that is
not suitable for the campaign. The spell options allow easy
customization of deities so that each deity has a somewhat
unique list of spells. The optional conversion rules make it
easy to stop characters from switching deities depending
on their current needs.
MICROLITE74 COMPANION 1: OPTIONAL RULES - 13 -
Equipment Shield, heavy steel 20 gp +2
Many players prefer to select their equipment rather than use
the standard quick packs. The GM may use these lists or GM Goods Cost
created lists if the GM allows equipment selection. Characters Backpack (empty) 2 gp
start with 2d6+6 times 10 gold pieces. Bedroll 1 sp
Minimum Strength (optional): Characters wielding weapons who Blanket, winter 5 sp
lack the minimum strength needed for the weapon as listed on Block and tackle 5 gp
the equipment table are at -1 to hit for each point their STR is Bottle, wine, glass 2 gp
below the listed MinSTR. Caltrops (covers 5 ft. sq.) 1 gp
Candle 1 cp
Weapons Range MinSTR Cost Damage Canvas (sq. yd.) 1 sp
Arrows (20) -- 1gp Case, map or scroll 1 gp
Axe, throwing 10ft -- 8gp M Chalk, 1 piece 1 cp
Battle axe 13 10gp H Chest (empty) 2 gp
Bolts, crossbow -- 1gp Crowbar 2 gp
(10) Fishhook 1 sp
Bullets, sling (10) -- 1sp Fishing net, 25 sq. ft. 4 gp
Club 10ft 11 M Flask (empty) 3 cp
Crossbow, heavy 100ft 15 50gp H Flint and steel 1 gp
Crossbow, light 80ft 13 35gp M Grappling hook 1 gp
Dagger 20ft -- 2gp L Hammer 5 sp
Dart 20ft -- 5sp L Ink (1 oz. vial) 8 gp
Falchion 11 75gp H Inkpen 1 sp
Flail 13 8gp H Lamp, common 1 sp
Flail, heavy 13 15gp H Lantern, bullseye 12 gp
Gauntlet -- 2gp L Lantern, hooded 7 gp
Gauntlet, spiked -- 5gp L Mirror, small steel 10 gp
Glaive-gisarme 13 18gp H Oil (1-pint flask) 1 sp
Great axe 15 20gp H Paper (sheet) 4 sp
Great club 13 5gp H Parchment (sheet) 2 sp
Greatsword 17 50gp H Pick, miners 3 gp
Halberd 15 10gp H Piton 1 sp
Hammer, light 20ft -- 1gp L Pole, 10-foot 2 sp
Hand axe -- 6gp M Pouch, belt (empty) 1 gp
Javelin 30ft 10 1gp M Rations, trail (per day) 5 sp
Lance 15 10gp H Rope, hempen (50 ft.) 1 gp
Longbow 90ft 13 75gp H Rope, silk (50 ft.) 10 gp
Longbow, 100ft 13 100gp H Sack (empty) 1 sp
composite Sealing wax 1 gp
Long Spear 13 5gp H Sewing needle 5 sp
Longsword 13 15gp H Signal whistle 8 sp
Mace, heavy 13 12gp M Signet ring 5 gp
Mace, light -- 5gp L Spade or shovel 2 gp
Morningstar 13 8gp M Spyglass 1,000 gp
Net 10ft -- 20gp Tent 10 gp
Pick, heavy 13 8gp M Torch 1 cp
Pick, light -- 4gp L Vial, ink or potion 1 gp
Quarterstaff -- L Water skin 1 gp
Rapier 11 20gp L
Scimitar 11 15gp M Mounts/Animals Cost
Scythe 11 18gp H Bit and bridle 2 gp
Shield, heavy 15 M Dog, guard 25 gp
Shield, light 13 L Dog, riding 150 gp
Short bow 50ft 10 30gp M Donkey or mule 8 gp
Short bow, 60ft 10 75gp M Feed (per day) 5 cp
composite Horse, heavy 200 gp
Short Spear 15ft 10 1gp M Horse, light 75 gp
Sickle 11 6gp M Pony 30 gp
Sling 50ft -- L Warhorse, heavy 400 gp
Sword, bastard 15 35gp H Warhorse, light 150 gp
Sword, short 10 10gp M Warpony 100 gp
Trident 10ft 13 15gp H Saddle, Military 20 gp
War Axe, Dwarven 15 30gp H Saddle, Pack 5 gp
War Hammer 13 12gp H Saddle, Riding 10 gp
Whip -- 1gp L Saddlebags 4 gp

Armor Cost Bonus Version Suitability: Basic (ignore weapon damage column) or
Leather 10 gp L (+2) Standard. Included in Extended.
Studded leather 25 gp L (+3)
Scale mail 50 gp M (+4) Notes for the GM: Buying items for starting characters takes
Chain mail 150 gp M (+5) much longer than selecting an equipment pack, but more
Splint mail 200 gp M (+6) experienced players often prefer selecting their own
Half-plate 600 gp H (+7) equipment.
Full plate 1,500 gp H (+8)
Shield, Buckler 15 gp +1
Psionics
Shield, light wooden 3 gp +1 Psionics are mental powers which arent magic but sometimes
Shield, light steel 9 gp +1 duplicate magical abilities. If psionics are used in a campaign,
Shield, heavy wooden 7 gp +2 any highly intelligent being has a slight change of being psionic.
-14- MICROLITE74 COMPANION 1: OPTIONAL RULES
compulsion or charm. Disguise has a DC of 15, costs 5 HP, lasts
Creating Psionic Characters: Characters should check for 10 minutes per Ability Level, can make the target appear as any
psionics ability at character creation. Roll a d20 and add MIND desired alignment and can modify the characters apparent level
bonus. On a roll of 21 or higher, the character may opt to have by up to Ability Level levels. Removing a charm, compulsion, or
psionics abilities that will manifest as the character go up levels. curse costs 10 HP and grants the target another saving roll.
If the roll is successful and the player opts for the character for
the character to have psionics, roll 2d6. The result is the Body Control: Character can adjust his body to exist in unusual
maximum number of psionic abilities the character will manifest. conditions (extreme temperatures, hostile/destructive elements
This number is immediately added to the characters Experience like poison gas, water, acid, fire, lava, etc.). DC is 12 for
Base. unusual conditions like extreme temperatures, 15 for hostile
environments like underwater or lack of good air. 18 for
Manifesting Psionic Abilities: At character creation and every extreme conditions like acids, lava, etc. Costs 1 HP per 10
time a psionic character goes up a level, the character rolls to minutes. Maximum duration is Ability Level x 10 minutes. Reroll
see if a new psionic ability manifests. Roll 1d20 + MIND bonus Ability check every hour.
against a DC of (21 the maximum number of psionic abilities
the character may manifest). On a successful roll, the character Body Equilibrium: Character can adjust his body weight to
manifests a new psionic ability. Roll on the Psionic Ability Table correspond to the surface he is walking on so as not to sink into
below to determine the new ability. Reroll if the character water, mud, quicksand, etc. DC is 12. Costs 1 HP per 10
already has the ability rolled. minutes. Maximum duration is Ability Level x 10 minutes. Reroll
Ability check every hour.
Manifesting Psionic Attack and Defense Modes: Psionic
characters manifest psionic attack and defense modes as they Clairaudience: Character can hear at a distance (30 feet +
gain psionic abilities. Specific modes manifest as the character Ability Level x 10). DC is 12 (plus +2 for each foot of material
manifests a specific number of abilities. See Psionic Combat between psionic and target area). Costs 1 HP per minute.
below for more information.
Clairvoyance: Character can see at a distance (30 feet + Ability
Number of Level x 10). DC is 12 (plus +2 for each foot of material between
Psionic Abilities Attack Mode Defense Mode psionic and target area). Costs 1 HP per minute.
Manifested Manifested Manifested
1 Mind Thrust Thought Shield Dimension Door: Character can teleport up to Ability Level x 20
2 Mind Blank feet. DC is 12 is target location visible, 15 otherwise. Costs 5
3 Ego Whip HP.
4 Mental Barrier
5 Psionic Blast Domination: Character can force another to do their will. DC to
6 Intellect Fortress establish is 15 + targets level/hit dice. DC to maintain for
7 Id Insinuation another round is 15 + targets level/hit dice. Costs the targets
8 Tower of Iron Will level/hit dice in HP per minute.
9 Psychic Crush
Empathic Projection: Character projects an emotional state upon
Using Psionic Abilities: Using a psionic ability is an action. targets. This works similar to the Suggestion spell but is limited
Successful use requires a 1d20 + MIND Bonus + Level/2 versus to suggesting emotions. DC is 12 if touching a single target, 15
the DC given in the ability description. Certain abilities also cost otherwise. Range: 30 feet + (Ability Level x 10). Can affect up
HP (even if the attempt is unsuccessful). The power of many to Ability Level targets. HP Cost is 3 per target.
psionic abilities is determined by the Ability Level of the specific
psionic ability. This is the number of levels the character has Empathy: Character senses the emotions/emotional needs of
possessed the specific ability. Simply recording the characters the target(s). DC is 15. Cost: 1 HP per minute if a single target,
level when he gets the ability will make calculating this easy. 3 HP per minute otherwise. Range: 30 feet + (Ability Level x
10).
Psionic Abilities: The following psionic abilities may manifest.
Which abilities manifest should be determined randomly. The ESP: Character can read the surface thoughts of the target. DC
GM is free to create other abilities. is 10 + targets level/hit dice. Cost: 1 HP per minute if touching
target, 3 HP per minute otherwise. Range: 30 feet + (Ability
Roll Psionic Ability Roll Psionic Ability Level x 10). Searching for specific/deeper thoughts adds 5 to
1 Animal Telepathy 13 Etherealness the DC (+10 if the target is specifically hiding them) and
2 Astral Projection 14 Healing Trance doubles the HP cost.
3 Aura Alteration 15 Invisibility
4 Body Control 16 Levitation Etherealness: Character can alter his body vibrations to those of
5 Body Equilibrium 17 Mind over Body the Ethereal Plane, but is only able to carry Ability Level * Ability
6 Clairaudience 18 Precognition Level pounds of material with him. DC is 12 + 1 per 20 pounds
7 Clairvoyance 19 Psychic Surgery of weight carried. HP Cost: 1 HP per 10 minutes.
8 Dimension Door 20 Shape Alteration
9 Domination 21 Telekinesis Healing Trance: Character can go into a trance and heal Body
10 Empathic Projection 22 Telepathy Points quickly. A maximum of one BP per Ability Level can be
11 Empathy 23 Teleportation healed. DC is 10 + number of BP to be healed. Trances lasts a
12 ESP 24 Suspend Animation number of hours equal to the BP to be healed, and 1 BP is
healed per hour of trance. HP Cost: BP healed x 2.
Animal Telepathy: Character can establish 2-way mental
communication with an animal. DC is 12. HP Cost is 1 HP per Invisibility: Character can turn invisible by making those in
minute. Level of communication depends on the intelligence of range not notice the character. Character cannot attack and
the target. Does not require target to obey or be helpful. maintain invisibility. Range is Ability Level x 10 feet. DC is 12
(or 15 if the targets are highly alert).
Astral Projection: Character can enter a trance and project
himself into the Astral Plane. This works like the Astral Spell Levitation: Character can float in the air. DC to float is 12 and it
except that speed of travel and other effects depend on Ability costs 1 HP per minute. Character can ascend or descend Ability
Level. DC is 15. HP Cost is 1 HP per 10 minutes. Level feet per minute by making an ability check with a DC of
15. Character can move laterally Ability Level feet per minute by
Aura Alteration: Character can alter a targets aura to either to making an ability check with a DC of 18.
disguise the targets alignment and level, or to remove a
MICROLITE74 COMPANION 1: OPTIONAL RULES - 15 -
Mind over Body: Character can suppress bodily needs like food, the character and everyone within 3 feet.
water, and sleep for two days per Ability Level. Thereafter the
character must spend an equal number of days resting before Psionic Attack Modes: Mind Thrust costs 1 HP to use and does
this ability can be used again. No ability check or HP cost. 1d8 points of psionic damage. Ego Whip costs 2 HP to use and
does 2d6 points of psionic damage and the target must make a
Precognition: Character has a vague sense of the future. While WIL save or be stunned for one minute. Psionic Blast costs 4 HP
using this power the character cannot be surprised and adds his to use and attacks everyone in a conic area in front of the
Ability Level/2 (round up) to initiative, combat rolls, and any psionic doing 1d6 damage to everyone in the affected area,
other d20 rolls where an ability to know what might happen in double damage to those in short range (10'), half damage at
the near future would be helpful. DC is 15 and the roll must be long range (30'). One attack roll is made and used against all
made each minute the ability is used. HP cost is 5 HP per possible targets. Id Insinuation costs 2 HP to use and does 3d6
minute. psionic damage and the target must save vs. Fear or be affected
as a fear spell for 1d6 rounds. Psychic Crush costs 5 HP to use
Psychic Surgery: Character and target go into a trance to heal and does 4d6 psionic damage and 2d6 physical (HP) damage.
targets Body Points quickly. Character must be touching target.
A maximum of one BP per Ability Level can be healed. DC is 10 Version Suitability: Standard or Extended.
+ number of BP to be healed. Trances last a number of hours
equal to the BP to be healed and 1 BP is healed per hour of Notes for the GM: Psionics were one of the least used and
trance. HP Cost: BP healed x 2. poorest described abilities in 0e. While the 0e system can
be made to work, it does not work well. This psionics
Shape Alteration: Character can modify his appearance similar system therefore has been made to have similar abilities
to the Polymorph Self spell. DC is 12 to make minor changes to and power levels to the 0e psionics system, but the
appearance (remaining same species), 15 to make major implementation is much different. Few campaigns will need
changes (another species of similar size), and 18 to make more psionics, but the system is here for those (like one of the
extreme changes. Cost is per hour and is based on type of authors) that do.
change: 3 HP for minor changes, 8 HP for major changes, and
15 HP for extreme changes. Maximum duration is Ability Level Spirits
hours. Spirits of many types occupy the spirit plane. These spirits can
be summoned to the material world and even bound by
Telekinesis: Character can move objects up to Ability Level x intelligent material beings. When a spirit is encountered it will
Ability Level pounds by mental power. DC is 12 (18 if precise generally either attack or flee. If a spirit attacks, the spirit rolls a
control is needed). HP Cost is 3 HP per minute for slow d20 and adds its power. The material being makes a magic
movement, 8 per attack for combat speed movement. attack roll. The higher roll wins and does the difference between
the rolls in spirit damage. Spirit damage reduces a spirits
Telepathy: Character can establish 2-way mental communication power, but just accumulates in a physical being. If the spirits
with an intelligent target. DC is 12 if target is willing, 18 power reaches zero it loses the combat and may be bound (if
otherwise. HP Cost is 1 HP per minute. 1 minute of telepathy the defender wishes and knows how). If the material being
allows an information exchange equal to 10 minutes of talking. takes a total of 20 points of spirit damage from a specific spirit,
it is unconscious and may be possessed by the attacking spirit
Teleportation: Character can teleport up to Ability Level * 100 (becoming a NPC until the spirit is exorcised).
miles. DC is 12 if the target location is intimately known to
character, 18 if the target location is well known, and 24 if the Spirits have names, personalities, intelligence, power, and may
target is only known from a clear description. HP Cost is 15. have special powers that they can manifest if they possess a
body or are bound.
Suspend Animation: Character can virtually stop all body
functions for a predetermined amount of time. Maximum Intelligence: 2d6+6
duration is Ability Level x Ability Level weeks. Character will not Power: Weak: 2d6; Average: 2d6+6; Above Average: 2d6+12;
change during this time. A number of days equal to the number Strong: 2d6+18; Powerful: 2d6+24;
of weeks spend in suspended animation must pass before this Languages: Spirits know one language for each point of
ability can be used again. No ability check or HP cost. intelligence above 10.
Powers: Spirits may have a number of supernatural powers that
Psionic Combat: Only psionic characters that have manifested they can manifest if they possess a body or can be forced to
a psionic attack ability can make a psionic attack. Psionic manifest on command if they are bound. Some spirits may also
attacks are made at Strike Speed 10 (the same as Glance take physical form to act as combatants in service of their
attacks). The Psionic Attack Roll is 1d20 + MIND bonus + binder. If bound by a spell-caster, their Power points may be
number of psionic abilities manifested. The attack is successful if used by their binder as HP to cast spells. They regenerate daily.
it is higher than the targets Psionic Armor Class (10 + MIND
bonus + armor bonuses from a psionic defense mode). Spirit Powers:

Psionic attacks do psionic damage (see below for amounts). d20 Roll Number of Powers
Tally psionic damage separately. If the total psionic damage 1-6 1 lesser
ever becomes greater than the characters current hit points, 7-10 2 lesser
the character falls into a coma and remains in a coma until he 11-13 2 lesser, 1 greater
has more hit points than psionic damage points and makes a 14-16 3 lesser
successful WIL save (may be attempted once per hour). With a 17-18 3 lesser, 1 greater
nights sleep, psionic damage heals 1d6 + twice the number of 19 2 greater
psionic abilities manifested, if any. 20 3 greater

Psionic Defense Modes: Defense modes increase the characters Lesser Spirit Powers:
psionic armor class when in use. Only one mode can be in effect d20 Roll Power
at one time. Thought Shield costs 0 HP to use and gives a +1 1-2 Charm Person 1/day
bonus to the characters psionic armor class. Mind Blank costs 0 3-4 Crystal Ball 3/day
HP to use and gives a +2 bonus to the characters psionic armor 5-6 Cure Light Wounds 3/day
class. Mental Barrier costs 0 HP to use and gives a +4 bonus to 7-8 Inflict Light Wounds 3/day
the characters psionic armor class. Intellect Fortress costs 2 HP 9-10 Knock 1/day
to use and gives a +4 bonus to the psionic armor class of the 11-12 Light or Dark 1/day
character and everyone within 10 feet. Tower of Iron Will costs 13-14 Telekinesis, 10 pounds, 3/day
3 HP to use and gives a +6 bonus to the psionic armor class of 15-16 Purify or Putrefy Food and Drink 1/day
17 Read Languages 3/day
-16- MICROLITE74 COMPANION 1: OPTIONAL RULES
18 Read Magic 3/day
19 Speak with Animals 3/day Version Suitability: Any.
20 Take physical form 1 hour/day; AC 12, HD 2
Notes for the GM: While most people like the farm boy to hero
Greater Powers: aspect of level advancement, it does not make much sense
d20 Roll Power for some campaigns and/or some play styles. This system
1 Animate Dead, 2d6 undead, 1/week allows for fixed level campaigns where characters start at a
2-3 Contact Other Plane 1/week given power level and stay there. Their improvement from
4 Cure Serious Wounds 2/day experience comes from learning how make things happen
5 Dimensional Door 1/day their way (action points) and from picking up special skills
6 Dispel Magic, 1/day (talents).
7-8 Fly for 1 hour/day
9 Hold monster 1/day Science Fantasy
10 Invisibility 1/day Some GMs like to set their campaigns in science fantasy
11-12 Levitate, 1 turn duration, 3/day settings, perhaps a Sword and Planet setting like Barsoom or an
13-14 Phantasmal Force, 1/day After the Holocaust setting when a fantasy world is built on the
15 Protection from Normal Missiles 1/day ruin of an ancient technological civilization. These types of
16-17 Remove Curse 1/day setting were not uncommon in the 1970s and early 1980s. The
18-19 Take physical form 1 hour/day; AC 14, HD 5+2, optional rules in this section will be useful for such settings.
Move 6
20 Telekinesis, 100 pounds, 1/day Radiation: Areas of radiation do horrible damage and can cause
mutations in those affected. Merely being in an area of radiation
Ego Conflicts: Each spirit will have an ego equal to its causes damage unless a FORT save is made. A new save must
intelligence +1 for every lesser power and +5 for every greater be made every hour. Radiation does both Hit Point damage
power. The Ego of a material being is equal to its intelligence + equal to the damage rolled and Body Point Damage equal to the
charisma + level. A possessed being may try once per day to number of dice rolled. Those affected by Radiation are allowed a
throw out a possessing spirit, however, its ego for future second FORT save to avoid the Body Point damage. Those who
attempts falls by one for every unsuccessful attempt. Ego take Body Point damage must roll a d20 against the mutation
conflict is resolved by each side rolling 1d20 and adding their chance for the level of radiation in the area, a roll over the listed
Ego, higher result wins. If a bound spirits ego is greater than Mutation Chance means that the being will develop a random
his binders ego, the spirit may elect to restart spirit combat in mutation or defect in 1d20 days.
an attempt to break its binding.
Radiation Level Effects
Binding Spirits: Members of spell-casting classes automatically Low Level Save Modifier: 0 Damage: 3d6 Mutation
know how to bind spirits they defeat in spirit combat once they Chance: 19
reach 3rd level. Other classes cannot bind spirits but may be Medium Level Save Modifier: -4 Damage: 5d6 Mutation
given a spirit bound to an object by another person. Binding a Chance: 18
Spirit costs 15 HP and causes the spirit to invisibly hover around High Level Save Modifier: -8 Damage: 8d6 Mutation
the binder. Binding a spirit to an object requires a non-magical Chance: 17
item and costs 25 HP. A spirit bound to an item may be given to
another person as the spirit treats the owner of the item it is Mutations: The following random tables can be used to
bound to as its binder. If the item is severely damaged or determine mutations of beings mutated by radiation or can be
destroyed, the spirit is freed. A spirit who is not bound to an applied to animals and monsters to create radiation mutated
item is freed immediately upon his binders death. species. Roll 1d20. A roll of 1-4 means a defect; any other roll is
a regular mutation. Some mutations have to be activated each
Version Suitability: Any. time they are used. Activation costs 5 HP.

Notes for the GM: These rules are not appropriate for most Random Mutation Table:
campaigns; however, they make campaigns set in certain d10 Mutation Description
types of primitive/limited magic settings possible. GMs may 1 Amazing Stat - +1d6 to one stat: 1-5 STR, 6-10 DEX, 11-
also use these rules for humanoid monsters like orcs and 15 MIND, 16-20 CHA
goblins. GMs should feel free to create their own tables of 2 Amazing Defense - +1d6 to AC
spirit powers to reflect their campaign world. 3 Tougher - +2 Hit Points per level
4 Immunity - Takes no damage from: 1 Fire, 2 Cold, 3
No Level Advancement Acid, 4 Poison, 5 Radiation, 6 Electricity, 7 Sonic, 8
For some campaigns, the players and GM may prefer to create Psionic
characters at a certain level of power and have them remain at 5 Better Senses - One sense is vastly superior 1 Sight, 2
about that level of power for their entire adventuring career. Hearing, 3 Smell, 4 Low light (30), 5 Thermal (30), 6
This can be easily handled with Microlite74. Simply create Blindsense (30)
characters at the level desired and use these alternate 6 Melee Weapon - Natural melee weapon that inflicts
advancement rules. These rules require the use of the Action 1d8+STR mod; alternatively, player may opt to take this
Point and the Talents optional rules. as an activated touch based healing ability instead (1d8
+ Mind mod)
Characters accumulate experience points normally; however, 7 Ranged Weapon - Natural ranged attack that inflicts 1d8
when they would normally gain a level they only gain the damage up to 30; source: 1 Fire, 2 Cold, 3 Acid, 4-6
following benefits: Normal physical damage. Activation required.
8 Psionic Attack - Mental attack that inflicts 1d8+Mind
Hit Points: Add +1 to their total hit points. bonus up to 30; source: 1 Fire vs. AC, 2 Cold vs. AC, 3
Action Points: Add +1 to their total action points. Sonic vs. AC, 4 Elec. vs. AC, 5 Psionic vs. MD, 6 Empathy
Talents: Add a talent every second level gain. (no damage, ready & manipulate emotions, 7 Telepathy
(no damage, read thoughts/mental comm.), 8 Illusion
Their character level, combat bonuses, skill bonuses, etc. do not (no damage, audio and visual illusions only the target can
increase. The only increases gained are those listed in this see). Activation required.
section above. After applying these benefits, the characters XP 9 Special Mutation - 1 Extra Arms (hold extra weapons or
total is set back to 0 just as if they had actually gained a level. shields), 2 Bigger (use med. Weapons as light and 2-hnd
Note that when using No Level Advancement where other as med.), 3 Prescient (+1 surprise, +4 initiative, 4
Microlite75 rules refer to a characters level, they are referring Aquatic (gills & webbed digits), 5 Psychic Shield (A)
to the fixed level the character was created at, unmodified by (entire party may use mutants MD for defense), 6
any gains from experience. Regeneration (heals 1 hp/minute as long as alive), 7
MICROLITE74 COMPANION 1: OPTIONAL RULES - 17 -
Faster (+1 Action Point), 8 Telekinesis (A) (lift 100 lbs.
+100 lbs./ Mind bonus), 9 Special Move (A) 60 (teleport,
fly, jump, etc.), 10 Players choice. (A) means Activation
required.
10 Players Choice - Player may choose specific mutation Microlite74 Companion 1: Optional Rules
subject to GM approval(i.e. Immunity to Fire) Copyright 2009, 2011 Randall Stukey
Version 3.0 RC 2 (September 22, 2011)
Random Defect Table
d10 Defect Description Note: This is a Companion volume for Microlite74, a variant of
1 Terrible Stat -1d6 to one stat: 1-5 STR, 6-10 DEX, 11-15 Microlite20 designed to have the feel of the original 0e
MIND, 16-20 CHA edition of the worlds most popular fantasy roleplaying game.
2 Poor Defense -1d6 to AC You can obtain a free copy of Microlite74 here:
3 Weaker -1 HP per level(min 1hp/level)
4 Vulnerability - Take x2 damage from: 1 Fire, 2 Cold, 3 http://www.retroroleplaying.com/content/microlite74
Acid, 4 Poison, 5 Radiation, 6 Electricity, 7 Sonic, 8
Psionic, 9 Stun, 10 Players choice Or here:
5 Diminished Sense - One sense is much poorer: 1-2
Vision, 3-4 Hearing, 5-6 Smell, 7 Taste, 8 Touch http://stores.lulu.com/retroroleplaying
6 Clumsy -1 to all tests and initiative
7 Slower -1d6 to Strike Speed and movement
8 Allergic - Mutant suffers -2 on all tests when in contact
with: 1 Ferrous Metal, 2 Non-ferrous Mental, 3 Plastic, 4
Sunlight, 5 Insect bites, 6 Alcohol, 7 Chemical, 8 Players
choice
9 Special Defect - 1 Hemophilia (-1 hp/round after taking
combat damage), 2 Narcolepsy (falls asleep at very
inconvenient times), 3 Phobia (intense fear of specific
creature, condition or environment), 4 Poor Respiration
(cumulative -1 on attack, damage and initiative rolls after
1st round of combat), 5 Smaller (cannot apply STR bonus
to melee damage rolls; penalties still apply); 6 Players
choice
10 Players Choice - Player may choose specific Defect (i.e.
Vulnerability to Sonic or -4 Mind)

Version Suitability: Any.

Notes for the GM: 0e was created at a time when science fiction
and fantasy where not the completely separate fields of
literature they have become today. It was fairly common
to mix science fiction and fantasy in early campaigns.
These rules are a simple start toward doing so in
Microlite74 today. For maximum effect, these rules should
probably be used with the Weird Science and the Psionics
rules.

Microlite74 Trademark License


You may use the Microlite74 trademarks in your own OGL
products without obtaining prior permission from the trademark
owner in two cases:

1) Adventures, campaign settings, and other supplements


either designed specifically for Microlite74 or that are
written for another 0e, B/X (BECMI) or 1e rules set
may be labeled Suitable for use with Microlite74 (or
suitable for use with specific versions: Basic, Standard,
and/or Extended).

2) Microlite74 may be mentioned by name in documents


(or sections of a larger product) written to provide
information on converting adventures and other
materials between one game system and another.

In no case may the Microlite74 trademarks be used in any


manner than indicates a product is endorsed or otherwise
approved by the author of Microlite74. The terms Microlite74
Companion and Microlite74 Supplement may not be used in
the title of a product without permission in writing.

All others uses of the Microlite74 trademarks in products


requires permission in writing from the trademark owner. This
permission will generally be given, so dont be afraid to ask.
-18- MICROLITE74 COMPANION 1: OPTIONAL RULES
OPEN GAME LICENSE Version 1.0a [End of License]
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. This product is 100% Open Game Content except for Product Identity, as per the
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who Open Game License above. Product Identity includes Microlite74, Microlite74 Basic.
have contributed Open Game Content; (b)"Derivative Material" means copyrighted Microlite74 Standard, Microlite74 Extended, Microlite74 Companion, Microlite74
material including derivative works and translations (including into other computer Supplement, and Randall S. Stukey and all pictures and illustrations.
languages), potation, modification, correction, addition, extension, upgrade,
improvement, compilation, abridgment or other form in which an existing work may
be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent,
lease, sell, broadcast, publicly display, transmit or otherwise distribute; Open Game
Content" means the game mechanic and includes the methods, procedures, processes
Donate to the
RetroRoleplaying
and routines to the extent such content does not embody the Product Identity and is
an enhancement over the prior art and any additional content clearly identified as
Open Game Content by the Contributor, and means any work covered by this License,
including translations and derivative works under copyright law, but specifically

Cancer Fund
excludes Product Identity. (e) "Product Identity" means product and product line
names, logos and identifying marks including trade dress; artifacts; creatures
characters; stories, storylines, plots, thematic elements, dialogue, incidents,
language, artwork, symbols, designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other visual or audio
representations; names and descriptions of characters, spells, enchantments,
personalities, teams, personas, likenesses and special abilities; places, locations,
and Get Some PDF
environments, creatures, equipment, magical or supernatural abilities or effects,
logos, symbols, or graphic designs; and any other trademark or registered trademark
clearly identified as Product identity by the owner of the Product Identity, and which
Goodies
specifically excludes the Open Game Content; (f) "Trademark" means the logos,
names, mark, sign, motto, designs that are used by a Contributor to identify itself or
Many Microlite74 gamers know that Randall Stukey, the
its products or the associated products contributed to the Open Game License by the
Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, author of Microlite74 and other M20-based old school games
modify, translate and otherwise create Derivative Material of Open Game Content. (h) is trying to raise funds to pay the bills from his wifes oral cancer
"You" or "Your" means the licensee in terms of this agreement.
treatments and that he worked on the original Microlite74 as
2. The License: This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in terms of this way to cope during her recovery from 6 weeks of radiation
License. You must affix such a notice to any Open Game Content that you Use. No treatment in 2008. Randall and Donna are some of the 40 to
terms may be added to or subtracted from this License except as described by the
50 million people in the US who do not have health
License itself. No other terms or conditions may be applied to any Open Game
Content distributed using this License. insurance nor did they qualify for government aid as they
3.Offer and Acceptance: By Using the Open Game Content You indicate Your live in Texas and have no children. Donna (successful so far)
acceptance of the terms of this License.
cancer treatments have cost over $110,000. While some of
4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license this has been absorbed by hospital foundations and the like,
with the exact terms of this License to Use, the Open Game Content. they still owe a lot of it. You can donate to the
5.Representation of Authority to Contribute: If You are contributing original material
Retroroleplaying Cancer Fund (via PayPal) and help them
as Open Game Content, You represent that Your Contributions are Your original
creation and/or You have sufficient rights to grant the rights conveyed by this License. pay their bills.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of
this License to include the exact text of the COPYRIGHT NOTICE of any Open Game

Can You Help Pay the


Content You are copying, modifying or distributing, and You must add the title, the
copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any
original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an
indication as to compatibility, except as expressly licensed in another, independent Cancer Bills?
Agreement with the owner of each element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with any Trademark or Registered Trademark
in conjunction with a work containing Open Game Content except as expressly Everyone who donates any amount at all get a password
licensed in another, independent Agreement with the owner of such Trademark or
Registered Trademark. The use of any Product Identity in Open Game Content does giving them access to a number of special downloads. Some
not constitute a challenge to the ownership of that Product Identity. The owner of any of the currently available downloads include:
Product Identity used in Open Game Content shall retain all rights, title and interest in
and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which
portions of the work that you are distributing are Open Game Content.
Pdf copies of the two issues of The Grimoire Randall
9. Updating the License: Wizards or its designated Agents may publish updated published in the late 1970s (which Randall blogged
versions of this License. You may use any authorized version of this License to copy, about here: The Grimoire #1 (
modify and distribute any Open Game Content originally distributed under any version http://blog.retroroleplaying.com/2009/05/grimoire-1-spring-
of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of 1978-d-fanzine.html ) and The Grimoire #2
the Open Game Content You Distribute. (http://blog.retroroleplaying.com/2009/05/grimoire-2-summer-
11. Use of Contributor Credits: You may not market or advertise the Open Game 1979-d-fanzine.html )
Content using the name of any Contributor unless You have written permission from
the Contributor to do so. Pdf copy of The Second Grimoire of Pharesm the
12 Inability to Comply: If it is impossible for You to comply with any of the terms of Bright-Eyed, a set of house rules for a BECMI
this License with respect to some or all of the Open Game Content due to statute,
judicial order, or governmental regulation then You may not Use any Open Game campaign Randall ran at a game shop in the mid-
Material so affected. 1980s.
13 Termination: This License will terminate automatically if You fail to comply with all
terms herein and fail to cure such breach within 30 days of becoming aware of the A copy of the Players Introduction to the Fourth
breach. All sublicenses shall survive the termination of this License. Campaign Arn (from about 1984)
14 Reformation: If any provision of this License is held to be unenforceable, such
provision shall be reformed only to the extent necessary to make it enforceable.
Microlite74 2.0 Special Edition -- a 60-page PDF
designed to be printed in booklet format from
15 COPYRIGHT NOTICE Adobe Acrobat. Artwork is by Hkan Ackegrd. This
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. Special Edition incorporates the rules from the first
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.;
Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David
supplement. The text has been reformatted into a
Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, single column in a large enough font to easily read.
based on original material by E. Gary Gygax and Dave Arneson.
Microlite20 2006, Robin V. Stacey (robin@greywulf.net)
M20 Hard Core Rules 2008, Alex Shroder To get access to these downloads and access to a private
Microlite74 2008, Randall S. Stukey
Microlite74 2.0 2009, Randall S. Stukey
donor forum where you can get advance information on
Universal Combat Actions 2009, JSpektr upcoming Microlite74 releases, help Randall pay the cancer
Ancient Auguries: A Microlite74 Version 2.0 Supplement 2009, Randall S. Stukey bills by sending a donation in any amount -- small or large --
Relics & Ruins 2009, Ed Green
Omerian Tales Core Rules 2010, Charles J. Eichman
to the RetroRoleplaying Cancer Fund via Paypal at this link:
Savage Swords of Athanor 2009, Douglas Easterly
TMKT 2008-2010 Mike Berkey
MULRAH 2010, Chris Flood http://www.retroroleplaying.com/node/153
Microlite75 2011, Randall S. Stukey
Beacon 2010, 2011, Todd Mitchell (temitchell@yahoo.com)
Fantasy Expansion: Character Creation Options 2011, Andrew Domino
Microlite74 Extended 3.0 2011, Randall S. Stukey
Microlite74 Companion 1: Optional Rules 2011, Randall S. Stukey
Microlite74
Companion 1:
Optional Rules
Microlite74 games are trimmed-down miniature versions of
the Primary Fantasy SRD rules designed to be quick and
easy to play, especially when compared to modern
incarnations of the game. The goal of Microlite74 games is to
recreate the style and feel of that very first (0e) fantasy
roleplaying game published back in 1974 without giving up all
of the clearer mechanics of modern D20-based versions.

The Microlite74 rules are based on the 1974 0e edition of the


worlds most popular fantasy roleplaying game with its
supplements and material from 0e magazine articles, some
0e third party material, some of the house rules the author
used in the 1970s, and selected ideas from other roleplaying
games. These rules are not intended to be a clone of the 0e
rules, but rather a conversion of them to a rules-lite D20-
based system that encourages old-school play without strictly
old-school rules.

Microlite74 Companion 1: Optional Rules contains a large


number of optional rules a GM may elect to include in a
campaign. Each optional rules section is independent and can
be included or excluded on its own. Most optional rules are
usable with any of the three versions of Microlite74: Basic,
Standard, or Extended.

This book includes optional rules for:

Stats, races, classes, class Abilities, advantages and


disadvantages
Traditional saving rolls, skills and talents
Metamagic, ritual magic, counterspells, weird science,
fire-and-forget magic
Combat stunts, armor for all classes, weapon damage
by class, minis and battlemats,
Action points, fame, sanity, aspects,
Psionics, spirits (combat, powers, and binding),
Fixed level campaigns, science fantasy, and more.

A Publication of
RetroRoleplaying.com
Copyright 2008-2011 Randall S. Stukey
Website: http://www.retroroleplaying.com/
Blog: http://blog.retroroleplaying.com/
Microlite74 Website: http://microlite74.com/

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